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$3.95 USA, $4.95 Canada 
111 0 7> 


Graphics 

Hands-On With Hot Hardware 


► Creative Labs 

► Hercules 

► ATI 

► S3 


► Rendition 

► Diamond 

► Matrox 

► Yamaha 





;Have you cleared th el ^ g ^ 
l^ts of Los Angeles yet?4£ 


Did yoMtiFi^the exotic dancers 
or ^id you blow a few aiAmy?^ 


You haven’t played it yet?? 


Why is Duke Nukem 3D the best? 



imwsfsk 


CIS (GO REALMS) • WorldWideWeb [hCtp://wvuw.3drsalm8.cam) • AOL (Keyword 30 REALMS) 
Mature Players: Violence end Adult Uismos 

Developed by 3D Realms Entertainment All Rights Reserved. Exclusively distributed by FormGen, Inc. 
All other trademarke are the property of their respective owners. 


Even running in super crisp 800x600 SVGA it blasts 
along faster than every other comparable 3D PC title. It's 
not pure speed at the expense of versatility either - it is 
possible to look up, down, or sideways at any time, with 
the bitmapped scenery undergoing minimal deformation 
and no speed loss whatsoever. The engine also caters 
for full interaction, so bullets leave pock marks on walls, 
enemy's blood drips down crates and eardnquakes cause 
huge sections to shift altogether, thereby granting 
access to new locations. It all contributes to the feeling 
of being encased within a grim world as opposed to 
wandering through impregnable, static corridors. The 
effect is hugely rewarding and is surely the direction in 
which such games should be heading. 


This potential has luckily been exploited too. So often 
games fail to capitalize on excellent technologies but 
each of Duke Nukem's levels are noticeably different, 
being packed with huge ramps, drops, lifts, jumps and 
cunningly hidden secret areas. None look the same 
[indeed there is often a significant variation within a 
single building) and there is always a feeling that there is 
a new tr/ck round the next corner. — Edge Magazine 




"Game of 
the Year!" 


Joystick Magazine 









For more details, make tracks to your local software retailer! 


Circle Reader Service H70 




From the Makers of I995's Game 






^ Join forces with other adventurers 

THROUGH MULTIPLAYER SUPPORT 

* Play directly over Internet 

* An ever changing gothic world 
brought to life in SVGA 

* Exclusively for WIN 95 


A4ngeance, power, intellect and magic, these are the tools you will need to 


battle the Lord of Evil, Diablo. Embark if you dare upon a dark and sinister 
quest that will pull you into the very depths of hell itself... and beyond. 


OF The Year* Comes Something Even Hotter! 




AH rights rtterved. 

©1996 Bliiiord EBlertoimiiHit. 




www.blizzard.com © 8oo-953-Snow 

Circle Reader Semce #266 


*PC Gamer 





iJI 


mm 

b r|XH 

V 'MmaUm 








The New Multisync* M Series Monitors 
With Revolutionary CbomaCiear™ CRT Technoiogy. 


Behold the brightness. The clarity. The look of panic in 
our competitors’ eyes. Introducing the MultiSync M Series 
monitors from NEC - think of them less as new monitors, 
more as the standard by which all others will be judged. 

The Multisync M500'“ and M700'" monitors are the 
first to incorporate CroiaaClear, NEC’s patented new CRT 
technology. Similar in design to that found in today’s 
televisions, CromaClear lets you view text, graphics and 
video with enhanced focus, greater color saturation, 
better contrast and increased depth and dimension. Simply 
put, you’ll enjoy the brightest, sharpest, clearest images in 
the industry - just what you’ve come to expect from NEC. 

What’s more, our Video Boost feature automatically sets 
the monitor screen to the optimal contrast and brightness 


level for viewing TV and video images. Built-in speakers 
allow you to customize sound for movie, music, games and 
voice applications. There’s even a built-in microphone. 

in addition to PC and Macintosh* compatibility, the 
Multisync M Series monitors feature Plug and Play 
compatibility for Windows ' 95 and are backed by a 3-year 
limited warranty, one of the best in the industry. Perhaps 
of even more importance is the fact that each is backed 
by NEC’s hard-earned reputation for building, without 
question, the most precise 
monitors in the world. 

The Multisync M 
Series monitors from NEC. 

Thanks to us, the only 
thing that appears dim 
is the future of our 
competitors. On second 
thought, what competitors? 

To learn more about either the MultiSync M500 
or M700 monitors, call 1-800-NEC-INFO. To have the 
information sent to you by fax, simply call 
1-800-366-0476 and request document #157201. 

SEE, HEAR AND FEEL THE DIFFERENCE.™ 


Mri.rfsy.yc.U5oo 

/.5" 'Jer/iiwlnffi' CR/' 

HO.H" vixiihle imufir she) 

.urumwc .U700 

1 7 " CRT 

! ! 5. f>'' s. 'tn^:nble imnff she) 

Sup/w/ts nsoliiiiijiis fntni 
fMx4HOto /.AVt’.v 1024 

Knppnrts refresh rates 
frnm 55 to I’OIlz 

Haih-in spnikcis ami mirrophoue 
OpriClear“ sircrii snrfare. 
Ou-Rrrcni . Maaajirr Con t mis 
I’liif; aud l‘!ay aimpalible 
tear Hmi/eei v.arranty 


Designed for 



Microsoft 
Windows 95 



I Visit Qur new web site at http://www.neG.cQm~| 


MulltSync is a reslslcred trademark and CROHkCittR, OpliClear, M500, HlflD and See, Hnar and FonI the Difference arc trademarks of NEC Tectinologios, Inc. Windows 
and tlia Windows 85 logo are registerad trademarks of Microsoft Corporation. All other trademarks or registered trademarks arc property of their respective owners. 
GSA #GS00K94AG524tPSDI. * 1996 NEC Technologies, Inc. Key #281)72. 


Circle Reader Service tf89 



!I5 3D Accelerator Cards 



• CGW makes you an inslant 
expert on the latest techno- 
logical buzz-~3D graphic 
acceieration. Loyd Case and 
Dave Salvator demystify the 
hype by describing the 
basics, the players and the 
results of this year's techno- 
logical revolution. Find out 
what's important in a 
gamer’s 3D card and what 
isn’t by reading our "no non- 
sense" report. 



■■ CGW’s new Sports Editor, Jeff 
’ Green, joins his new colleagues in 
seeking out “A Season for Every 
' Man." CGW’s experts check out 
the sports games which are 
already on the field and some that 
■ are still waiting for opening day in 
this survey of baseball, basketball, 
football, hockey and more, 

72 Football by Terry Coleman 
76 Baseball by Dennis McCauley 
81 Basketball by Terry Coleman 
84 Hockey by Gordon Goble 





SECTIONS 


TECHNOLOGY 

99 Loyd Case 

Troubleshooting Joystick 
Problems 

102 Falcon Northwest's 

Mach by Dave Salvaler 

103 Paul Schuytema 

Quake! Programming 
Techniques 

ADVENTURE/ 

ROLE-PLAYING 

109 Scorpia 
Ripper 

llli Spycraft by mark tiarkson 


CLASSICS/PUZXLES 

143 Terry Coleman 

Cross Words About 
Crosswords 

Smart Games ay cbaries Araai 




120 Psychic Detective by «rlan Demba 
123 The Dame was Loadedby tbaries Aniai 

ACTION 

12? Peter Olafson 

Choppers and Tanks 



SPORTS 

149 Dennis McCauley 
Ptagued-by-Ptay 
Front Page Sports Football Strategy 

; b;r P. Sctiuytema and Kelly Kane 


SIMULATION 

161 Denny Atkin 


STRATEGY/WARGAMES 

175 Terry Coleman 

Microprose Malaise 
Conquest of the New World 

by Aninn Dembo 

]U RiS6 & Rule by Martin CIrulis 

190 Vikings: Pirates of the North 

by Dm Carter 


130 Duke Nukem 3D by peter Olalson 



136 Abuse by Peel Schuytema 

138 Big Red Racing by Gopuon Gebie 


^DEPARTMENTS 


12 

Credits 

Meet the CGW Writers 

14 

Just The FAQs 

Answers to frequently asked questions 

20 

Johnny Wilson 

3D has its price 

26 

Letters 

Our readers exact their vengeance 

32 

Read.Me 

Computer gaming news 

46 

Game Track 

A look at what's cool coming your way 

ZOO Hall of Fame 

Great games of all time 

201 

Patches 

A list of game files to kill bugs dead 


202 Top 100 Games Subscribers rate the top games 
204 Marlin Cirulis What’s the deal with upgrade fever? 


JULY 1996 


cc 







"The installation is a breeze!... Fly in a different 

DIRECTION BY MOVING YOUR HEAD. ..SHOOT BADDIES 
JUST BY LOOKING AT THEM AND FIRING" 

COMPUTER GAMING WORLD 


RAPID RESPONSE HEAD TRACKING IMMERSIVE BIG SCREEN 
SUPPORTED BY MORE PC GAMES THAN ANY OTHER VR PRODUCT 
NO INTERNAL CARD NECESSARY WINNER OF EVERY 
VIRTUAL REALITY PRODUCT AWARD 3-D STEREO CAPABLE 
LIGHTWEIGHT ERGONOMIC DESIGN SPATIALIZED AUDIO 
VPC & VR PRO MODELS AVAILABLE STARTING AT $599 

01 996 Virtual i-0, All Right* Raserued. Virtual i-0 and Virtual i-glossosl vpc & vr pro oro trademorks ol Virtual i-0, liic. 
©1995 Oceatt of AniBrica, Inc, © 1995 Oigilol Imogo De*ign, All Iradamarks are the property ol their registered owners. 
Psycho Kitty Advertising created this and Grant Watoru Horiuchi took the cool photo. 


JUST BECAUSE 
irS ONLY A 
GAME DOESN^ 
MEAN YOUR 
HEAD HAS TO 
BELIEVE IT. 


INTRODUCING THE FIRST VR GLASSES THAT GO TO YOUR HEAD. 
VIRTUAL i-glassesIGIVE YOU MEGA BIG SCREEN ACTION AND THE 
FREEDOM TO LOOK IN ANY DIRECTION YOUR HEAD CAN DREAM UP. 

SCREEN SHOTS ARE FROM OCEAN'S EF2000, THE HOHEST NEV/ 



SO HURRY UP AND HEAD OUT TO YOUR NEAREST 

OR CONTACT VIRTUAL i-O AT 
1-800-646-3759 OR hHp://www.vio.com. 



■ VIRTUAL ■ ■'” 

I glasses! 


YOU HAVEN'T SEEN THIS BEFORE" 


Circle Reader Service #275 





ANl} 

I M JJ E !> A V 0 L 11 T E E K . 


rnAl TANK DP THli 


I UOAM? SOMKONlj’S GOTTA 
|‘ TAEK !T OUT. 


2 NliSiO SOMliONI! I DAN 


DOIJNT ON. SOMliONK WHO’S 


MAN 1! NO UGH TO HUN 


rilUOUGM MACHINK-GDN TSIH 


TO GUT THI! .101! IHINU. 


ANl) ANDEUSON, 
rilEHE DOIJLI) HE A MEDAL 
IN IT FOR YA. 





Anderson , Chuck . Sergeant . Leads 2nd Platoon’s Recon team. Probably gotta 
wife back home. Damn good soldier. You give him an order and he figures 
out the best way to get the job done. So what's he doing cowering behind 
that bombed-out farmhouse? 

Savi ng his own butt . 

That’s what you should expect if you order him to do something crazy. In 

Close Combat everything reacts like 
it does on the battl ef i el d , f rom 
the ripping canvas hiss of the German 
MG42 machine gun to the screams 

men it hits. It all goes down 
right in front of you. In real time. 

there’s no time to thumb through 
the manual. You work your mouse like 
a weapon. Point and click and boom, 
the shooting starts the second your 


Americans vs. Gernanss 
'rfhlch.slde -jovl 

gonna take? 


men step off Omaha Beach and it don't let up 'til they've 


taken Saint-Lo. Troops, terrain, situations - if you want to get any 
more accurate, you'll have to shave your head. 

Wanna go head to head with other military geniuses? All you 
need is a TCP/IP connection. And guts. ‘ vs. »iiido«s» 95 : 

Which side you 

So look alive soldier; D-Day happens this July. gonna take? 


Which means you don’t have much time to kill. 


Microsoft 


61996 Microsoft Corporation. Al! rights reserved. Microsoft and Windows are registered 
trademarks and Wiere do you wsnt to go today? i s a trademark of Microsoft Corporation , 
Mac is a trademark of Appl e Computer Inc , 6 1996 Atomic Games , Inc. Al 1 rights 
reserved. Atomic. Atomic Games and the Atomic Games logo are trademarks', 
of Atomic Games. Inc. 1 


CREDITS 


A 




orous training regime began early in life. He 
graduated from high school with a Master of 
Space Invaders and majored in Missile 

Command and Dragon's Lair while attending 

UC Berkeley. Jeff was born in L.A. and is 

CGH^s Mac gaming expert, bul the editorial 
staff holds neither against him. Though a child 
at heart, Jeff retires home to play husband and 
father-whenever we let him escape. 

1 that, Jeff joins CGW as Ihe new Sporls game 

1 antj Adventure game editor. He claims the rig- 





Peter Olafson is a veteran 
gamer and CGlfs action 
games contributing editor. 

A former editor of the dear- 
ly departed Amiga World, 

] Peter was unable to relin- 
I quish his collection of the 
I venerable relics. He now secretly harbors 


five Amigas in places of high worship 
throughout his house, which he shares 
with his wife, Evelyn Nieves of New York 
Times-columnist fame, and a menagerie of 
small animals. Peter is the author of the 
strategy guides, Fimal Fantasy III and 
Thunderscape and is currently working on 
two feleplays. 



Mark Clarkson’s brain 
isn't in Kansas, anymore, but 
body is trapped there. 
Denying that he was the 
inspiration for Spielberg's 
Twister, he claims to have 
only attracted three tornados 


in four years of freelance writing in the Great 


Plains state. He has penned numerous arti- 
cles for a variety of magazines, from Sci-Fi 
Universe to Family PC, as well as CGW. 
Dabbling in systems administration and game 
production, Mark professes to be an artist, 
with particular interest in 3D rendering and 
animation. 



Scorpia is not only the 
most tenured authority for 
adventure role-playing 
reviews, but the industry’s 
longest running “mystery 
woman,’’ as well. Publishers 
have been feeling the sting 
of CGtVs Adventure Games Contributing 
Editor since she purchased her first comput- 
er, an Apple 11+, back in 1981. !n 1982, she 
co-founded the original GameSIG on 


CompuServe, where publisher Russell Sipe 
discovered her and asked her to write for 
•this magazine. Thus began the Scorpion’s 
Tale in 1983, and the rest, as they say, is 
herstory. Arguably the most experienced, 
most outspoken critic of unimaginitive or 
sloppy adventure game design, her loyal 
audience wouldn't have her any other way. 
Aside from her monthly columns here, 
Scorpia can also be found online on GEnie, 
Delphi and AOL. 



Jill Anderson wears two 
hats as CGW’s News Editor 
and CD-ROM coordinator, 
but fortunately she is a mas- 
ter quick-change artist. Jill 
cut her teeth on technology 
journalism while working as 
an associate editor at the late Morph's 
Outpost, a magazine for game and multime- 
dia developers. When Jill joined the predomi- 


nantly male staff of CGW, we had our con- 
cerns how an honors graduate from an all- 
female college would fit in. Those fears were 
put to rest when Jil! won the beer-chugging 
contest at her first staff bar crawl, arm-wres- 
tled the editor-in-chief, and told enough off- 
color jokes to earn the nickname Barnacle 
Jill. She is as close as you can get in com- 
puter industry journalism to Karen Allen's role 
\r\ Raiders o! the Lost Ark. 


© 


anil 



PUBLISHER 

Dale Strang 


EDITORIAL 


Editor-In-Chief 

Johnny Wilson 

Managing Editor 

Ken Brown 

Features Editor 

Denny AJkin 

Reviews Editor 

Terry Coleman 

Technical Editor 

OaveSaK'alor 

Associate Editor, News 

Jill M, Anderson 

Associate Editor 

Jeff Green 

On-Line Editor/AOL 

Kate Hedsirom 

Assistant Editors 

Allen Greenberg 

Elliott Chin 

Editorial Assistant 

Charlotte ftmther 

Editorial Intern 

ArryNg 

Contributing Editors 

Scorpia (Adventure Games) 
Charles Ardai (interactive Fiction) 
Loyd Case (Technology) 

Martin Cirulis (Science Fiction) 
Peter Olafson (Action Games) 

Paul Schuytema (Game Design) 

Founder 

Russell Sipe 

DESIGN 

Art Director 

Edwin C. Malstrom 

Graphic Artist 

Jack Rodrigues 

Graphic Artist 

Dan Fitzpairick 

PRODUCTION 

Production Manager 

Steve Spingola 

Production Coordinator 

Martin Walthall 


HOW TO CONTACT THE EDITORS 

Address questions and feedback to CG Editorial, 135 Man St.. I4th 
Floor, San Francisco. CA 94105. Or you may contact us via: 
Phone; (415) 357-4900 
Editorial Fax: (415)357-4977 
CompuServe: (76703,622) 

America On-Line: CGW 
Prodigy: EXPT408 
GEnie: CGW 

Inlernet: 76703.622@compuserve.com 
Web site: htlp://w/wzd.comJgaming 

ADVERTISING SALES 
Advertising Director 

LeeUniacke (415)357-4915 
East Coast District Sates Manager 
Laura Salerno (212) 503-4851 
Northwest Territory Sales Manager 
Cathy Conway (415)357-4925 
Southwest Territory Sales Manager 
PatVifelsh (714)851-2556 
Account Representative 
Marci 'i^magijchi (415)357-4920 
Advertising Coordinator 
Linda Philapil (415)357-4930 
Sales Assistant 
Linda Fan {415)357-5425 
Marketing Coordinator 
Cathy Lin (415)357-4935 


HOW TO CONTACT ADVERTISING SALES . 

Address inquiries to CG Advertising, 135 Main Sl„ 14lh Fioor, San 
Francisco, CA 94105; or call (415) 357-5425, fax (415) 357-4999, 

.. SUBSCRIPTION INOUIflIES/ABDRESS CHANGES 

For subscription service questions, address changes or ordering inlormalion. call 
(303) 665-8930 or lax (303) 6(H-7455 Vrithrn Ihe U.S. and Canada. All other coun 
tries call (303) 604-7445 or (ax (303) 604-0540, or -write to Compulef Gamirrg, PO. 
Box 57167, Boulder, CO 80322-3131. The subscription rale is $27.94 for ore year (12 
issues). Canada and all other countries add $16 lor postage. Airmail subscriptions 
are S78 per year. Canadian GST registration number Is R140496720. Riymenl musl 
be in U.S. dollars made by check or money order drawn upon a 
U.S. bank. Visa, MasterCard. AT/LX accepted Printed in U.S.A. 




^ Ultra-realistic 
super-smooth 
scrolling pinball 
tables from the 
award-winning 
development team-i 
Epic FlegaGameS' 


Hulti-level 
playf ields 
filled with 
exciting pinball 
devices* Up to 
y balls in 
play at once* 


S6I-rendered 31) 
animated dot 
matrix sequences- 
Digital sound 
effects and music 
that brings each 
table to life* 




Enjoy l-^ player 
pinball action 
for PC CD-ROn or 
Sony Playstation* 


"The greatest 
pinball game 
of all time” 
PC Gamer 


The “new pinball 
wizard* * * it 
rocks!” 

Strategy Plus 





ELECTRONIC ARTS 


Download the shareware version today 
from http!//www*epicgames*com 
visit your local software retailer or call 
Epic tlegaGames at l-6t]D-^72-7M3*l to order. 

'L 1996 liy&xIAncCamKEIaATn: Alts i¥Wn:£AICiCpacns)iaacdla3!xivilc>ol8ectnn:AAs 




JUST THE FAQS 


A 


W ho's on first? What’s on the silver disc 1 had to pay extra 
for? Why can’t I make enough money to cover my expens- 


What's on the CD? 

If the hot days of summer evoke 
fond memories of bail parks, hot 
dogs, beer in plastic cups, and the 
loud crack of a well-hit ball as the 
crowd leaps to its feet, you've come 
to the right spot, Welcome to 
CGW’s Sports Arena. With Olympic 
inspiration, this month's CG-ROM 
brings you an expansive repertoire 
of sports games. Wind up with 
Hardball 5 or FPS: Baseball Pro 
96, an exclusive preview from 
Sierra. Jump behind the wheel of a 
stock car in Destruction Derby for a 
smashing good time. For a (virtual)- 
physical workout, we have VR 
Soccer, Unnecessary Roughness, 
and FPS: Football Pro 96 with an 
exclusive play developed by CGW 
contributor Paul Schuytema. It you 
prefer the safety of ring-side, court- 
side or rink-side seats check out 
the Title Fight Pro Boxing, NCAA 




Championship Basketball and Wayne 
Gretzky Hockey demos-all fully 
playable. Finally, unwind with some 
sport fishing in Trophy Bass, all 
from the comfort and convenience 
of your PC. So, if sports is your 
game, prepare for some action. 
Sorry, no popcorn, peanuts, or 
Cracker Jacks included. 

Our Editors’ Hot Picks gives a 
three-gun salute to the Editors’ 



es? You’ve got questions, we’ve got answers. 



Editors-three sce- 
nario editors for 
SSI’s Allied, 

Fantasy and 
Panzer 

GENERALS-and 
honors the 
sequel with 
Interplay’s 
Descent II and Blizzard 
Entertainment's Warcraft II. Other 
playable demos include Activision’s 
ZORK Nemesis, Time Warner’s 
Return Fire, Philip Marlowe: Private 
Eye by Byron Preiss and many 
more. 

How Do I Use It? 

Our CD is a Windows program. If 
you have Windows 95, installation 
is simple: the CD is Autoplay 
enabled. Just “Lock ‘n’ load." 
Otherwise, from Windows 3.x, pop 
the CD into your drive, select RUN 
from the Program Manager’s menu 
and type D:\RUN-ME (where D is 
the letter of your CD-ROM drive) to 
run it straight from the CD. Then 
type D:\INSTALL to create a CGW 
program group on your Windows 
desktop. If you have installed previ- 
ous versions of the CG-ROM, this 
disk will use the program group 
already on your desktop. Point and 
click to navigate around the CD, • 
just as you would in any other 
Windows program. You can access 
any of the "Main Attraction" items 
(such as Product Demos or 
Patches) from within the Primary 
Blunders “Surprise Attraction," And 
you may exit the "Surprise 
Attraction" at any lime by first click- 
ing on the “Back” button, then 
clicking on the "Home" button. 

How Do I Access The 
Demos? 

To view the demos, first click on 


EDITORS' HOT PICKS or PRODUCT 
DEMOS. Next, click on your favorite 
genre: Action, Adventure/Role 
Playing or Strategy/Wargames, then 
click on the title of your interest. 
Each demo has instructions for its 
installation. 

How Do I Get The 
Patch Files? 

Click on PATCHES under the CGW 
FEATURES and then read the text 
window with instructions on copy- 
ing the files to your hard drive. You 
also may access the patches from 
your DOS prompt by typing 
D;\PATCHES (where D: is the letter 
of your CD-ROM drive) and copy 
them directly from there to your 
hard drive. 

How Do I Get The 
CG-ROM? 

Newsstand issues come in two vari- 
eties: some with and some without 
the CD. Each type is clearly 
marked. If you can’t find the version 
you want in the store you frequent, 
encourage your retailer to carry it 
(or subscribe to ensure you get a 
CD every month). To subscribe, 
simply call 303-665-8930, and 
specify that you want the CD-ROM 
version. 

How Do We Classify 
Games? 

Action/Arcade (AC); The 
emphasis is on hand-eye coordina- 
tion and reflexes, usually emphasiz- 




JULY 1996 



II "in ni" fl" n D iirMii«ii 

II JIH ill 1 II IHII-ISi 

lliii I Hill II II Hii II II II lliii II Hull choose to stimulote their pleosute centers ot the exclusion of food, water, sleep, end sex. 

They're monkeys. If ¥ in IHi I! n.! llwiJil LAulJun...!' 


BUNGtE introduces Marathon 2; Durandal, the highly addictive game for Windows® 95 that will leave 

civilization, you’ll uncover long- 


you poor, hungry, naked, and cold. Within the ruins of an ancient 
buried secrets of a lost clan and use sophisticated weapons to battle nasty aliens. Take pleasure in 28 


game levels that will churn your brain into foamy gray froth. The SVGA 3-D graphics and active 
stereo imaging don’t suck either. And 13 levels of intense network play may cause you to wet yourself. 

Marathon 2: Durandal. How will it ruin your life? 


Not that you’ll care, monkey boy. 


Circle Reader Service M7S 



ing fast play over story or strategy. 

Adventure (AD); Games where- 
in you control an alter ego and 
move through a storyline or 
sequence of events, where puzzle- 
solving takes precedence over con- 
versation and combat. 

Classics/Puzzles (CP); 
Classics are old stand-bys and par- 
lor games that appeal to many dif- 
ferent types of gamer. Examples 
include: backgammon, bridge, 
chess. Monopoly, parchesi, Risk, 
and Solitaire. Puzzle games are 
computer games which emphasize 
spatial relationships, word games 
and/or problem-solving without 
requiring gamers to follow a story- 
line. Examples would be; Shanghai, 
Tetris and Zig-Zag. 

Role-Playing (RP): RPGs are a 
subset of adventure games, but 
stress character development, often 
through improving stats or other 
attributes. Conversations with non- 
player characters (NPCs) and tacti- 
cal combat are generally more 
important than in Adventure games. 
Finally, the game world tends to be 
large, and the plot less linear, often 
with some quesis/treks outside the 


main storyline. 

Simulations (SI): Highly real- 
istic games from a first-person 
perspective: you may drive a real- 
istically simulated race car, fly a 
military aircraft with a meticulous 
physics model, or swoop through 
a detailed sci-fi environment. 
Usually polygon-filled technology 
is used to build the simulated 
world on the fly. 

Sports (SP): The sports game 
category is a broad genre which 
includes action (NBA Live) and 
strategy games (Front Page Sports 
Football Pro) based on sports. 

Strategy (ST): Problem-soiving, 
short- and long-range planning are 
the keys here. These games almost 
always emphasize resource and risk 
management. This genre includes 
conflict-based sci-fi and fantasy 
games (X-COM, Outpost, MOO), as 
well as “pure" strategy games and 
“software toys" such as SimCity. 

Wargames (WG): A subset of 
strategy games, these recreate his- 
torical conflicts from a command 
perspective. They may be tactical, 
operational, or strategic, and stress 
anything from logistics and fire- 



Outslanding: 

The rare game 
that gets it all 
right. The graph- 
ics, sound, and 
gameplay come 
together to form a 
Transcendent 
Gaming 

Experience. Our 
strongest buying 
recommendation. 


Very Good: A 

high-quality game 
that succeeds in 
many areas. May 
have minor prob- 
lems. but is still 
worth your money, 
especially if 
you’re interested 
in the subject 
matter or genre. 


Average: A 

mixed bag. Can 
be a game that 
reaches for the 
stars, but falls 
short in several 
ways. Can also be 
a game that does 
what it does well, 
but lacks flair or 
originality. 


Weak: A game 
with serious prob- 
lems, Usually 
buggy, seriously 
lacking in play 
value, or just a 
poorly-conceived 
game design- 
you should think 
long and hard 
betore buying it. 


Abysmal: The 

rare game that 
gels it all wrong. 
This is reserved 
for those products 
so buggy, ill-con- 
ceived or value- 
less that you won- 
der why they were 
ever released in 
the first place. 


CG 


JULY 1996 


power to .morale and leadership. 
They may be simple (Panzer 
General, Empire II) to incredibly 
detailed and complex (Pacific War). 

What Is Your Reviews 
Policy? 

1) We only review from the final 
copy of the game. Though it has 
become popular among PC gaming 
magazines to review from late beta 
copies, we feel that the reader is 
best served by having the reviewer 
look at the same copy of a game 
that the readers will find on the 
shelves. While we recognize that 
this causes some delay in coverage, 
we believe the reader is better 
served by such caution. 

2) We expect our reviewers to fin- 
ish the game. We want our readers 
to be assured that we do not review 
based on immediate or early 
impressions of a game. Our review- 
ers give a game ample opportunity 
to show its quality. In some cases, 
bugs make it impossible to finish a 
game, but we identify situations 
where that has occurred. 

3) We make every effort to match 
the reviewer to the game. We take 

into consideration the prefer- 
■ ences, background and possible 
I biases of the reviewer and, 
where possible, we find people 
with actual life experience or 
special backgrounds that 
match a game. We believe this 
policy enhances both the cred- 
ibility of the review and the 
enjoyment of gameplay when 
the real world and the game 
world are competently com- 
pared. 

4) We do not accept free 
travel from software or hard- 
ware companies, We believe 
such gifts have a lacit 
assumption of coverage 
attached to Ihem. We will only 
cover such events/launches as 
we believe will benefit our 
readers. S 





ADVENTURE GAME OF 


EYEAR 


"LEGEND HAS PULLED OFF A 
STUNNING ACHIEVEMENT THA 
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^^ ^SjffyRl^A MIN G FOR_^ 
IuZjSmSjP COME. - ^"'*9 

COMPUTER-GAME REVIEW, f996 . : ' 




STARRING MICHAEL DORN 


MISSION 



Nonstop Adventure Salvage' a Dazzling Virtual V\/oVld Explore a Total immersion Full-motion .video, 
crippled starship, encounter and survive vast alien civilization, aligrf a v/ormhole, • seamless, smooth-scrolling 3D, ahd 
dramatic bottles in deep space. and decide the fate of mankind. layered sound effects with music. 


Get your copy of Mission Critical at these fine retailers: 

Babbages Best Buy Computer City CompUSA Egghead Electronics Boutique Fry's Electronics Media Play Software Etc. 



Strategy Guide Available from Prima Books. 
Also play Shannara from Legend 


3 CD-ROMs 
Runs under MS-DOS® 
or Windows®95 


OUTSTANDING AND SUSPENSEFUL! 
BEAUTIFUL VISUALS AND 
THOUGHT-PROVOKING PLOT." 

*• ■ . -PCGAMBR, 1996 


A MUST-HAVE FOR 
STAR TREK FANS!" 

- STRATEGY PLUS, 1996 


ENGROSSING. 

-USA TODAY, 1996 


"IF YOU MISS THIS GAME, 
YOU WILL MISS ONE OF THE BEST 
ADVENTURES OF THIS DECADE." 

-COMPUTER GAME REVIEW, 1996 


THE ULTIMATE GAME 
OF SURVIVAL 

BLEGEND* 

^ • ■ ' * ^ .ENTERTAINMENT COMPANY' 


sSmcnL 


'■""game 

L^SURVfV^ 


Distributed by RandomSoft 
A division of .Random House, |nc. 


© 1996 Legend Entertainment Company, All righis reserved. Mis^ Crilical is a trademark of Legend Enterlainment Company. 
Circle Reader Service ff86 




JOHNNY WILSON 



3D Or 
Not 3D 


That is the Question for Gamers of all 


I f I were "just a 

gamer" instead of a 
gamer who covers 
this industry for a 
living, !’d be asking 
myself a question. 
That question is, 
"Why does it seem 
I'm always having to upgrade my 
machine in order to get to that next 
level of game experience?" The fol- 
low-up question is, “Why don’t 
these next levels happen by pro- 
gramming alone?" 

The answer to the second ques- 
tion is that to a certain extent they 
do. Some fanatic programmers like 
the guys at id manage to give us a 
new type of experience and it caus- 
es a revolution. As other teams try 
to raise the ante on the program- 
ming breakthrough, they put more 
and more pressure on the hard- 
ware. Eventually, the programmers 
reach a critical juncture, a point of 
diminishing returns. They have 
accomplished miracles, but you 
can't tell they have because they’ve 
caused just enough burden on the 
hardware to create a noticeable 
performance hit. 

This is when we need hardware 
to move to the next level. That's 
part of the answer to the first 
question. You are constantly being 
challenged to upgrade your 
machine because the game pro- 
grammers are constantly challeng- 
ing the limits of the available 


machines. Why? To a large extent 9 
it’s because gamers tend to buy 
the types of showcase products 
that exploit the newest, fastest and 
most powerful machines. Game 
publishers know that gamers who 
purchase the latest and greatest in 
hardware are the most likely to 
buy software products that show 
off the capabilities of that new 
hardware. So, they constantly 
overshoot the mark in terms of 
machine performance in order to 
ride that upgrade curve. 

Sometimes it backfires when 
they get too far ahead of the curve 
(as it did for developers who were 
first out with Windows ’95 native 
products), but sometimes it can be 
very lucrative (as it was for Sierra’s 
King’s Quest IV and Space Quest III 
when the first 8-bit sound cards 
arrived, and for Origin’s Wing 
Commander series at each step of 
the 386, 486, Pentium upgrade 
cycle). So, the issue sometimes 
seems like a chicken and egg 
question. 

GAMES IN THE THIRD 
DIMENSION 

We are now at that point with 30 
accelerator cards. Many gamers 
will plunk down several hundred 
dollars over the next six months in 
order to gel a performance boost 
on 3D games. Others question 
whether 3D hardware will be worth 
the price. They’re asking, "Aren’t 


> 3D will 
improve every 
gaming genre, 
but it has its 
price, yy 

these new cards just a new toy for 
those fiight sim guys?” and “Will 
these cards enhance the experi- 
ence enough to justify the price?" 

Well, 3D isn’t just for flight sims 
anymore. Action gamers know this. 
They’ve seen first-person point of 
view games (like DOOM and Rise 
OF THE Triad) that use 3D tricks in 
2-D space transformed into real 30 
products (like Terminator; Future 
Shock and Quake). Even the staple 
of action gaming, horizontal 
scrolling fighting games, have 
matured to a point where they have 
a third dimension. Space combat 
games like Wing Commander and 
Mechwarrior have used 3D to rep- 
resent space combat for a long 
time, but new games (like 
Interplay’s Star Fleet Academy) 
with more detailed ships and tex- 


ture-maps, as well as special light- 
ing effects, are invading the space 
held by these two leaders. 

Recently, we even saw a 
driving/shooting game, once the 
no-brainer capitof of action gam- 
ing, in development that takes 
place on an ice planet and uses 
full 3D and a sophisticated physi- 
cal model to handle friction (and 
lack thereof), height, slopes, 
speed, and more. 3D has added 
tremendous new depth to the 
model. 

Adventure gamers and roie-play- 
ers are beginning to discover that 
3D game environments seem more 
real than the classic 2-D rooms of 
years past. Alone in the Dark, 
Ecstatica and Relentless proved 
the appeal of 3D in adventure 
games, but you haven’t seen any- 
thing, yet. Mindscape’s Dark 
Earth, Psygnosis’ Ecstatica 2, and 
Psygnosis’ City of Lost Children 
are some of this year’s titles that 
will be cutting edge, with Sierra’s 
King’s Quest Vlfl coming along 
next Christmas with a distinctly 3D 
emphasis. 

Sports gamers will soon discov- 
er what a difference 3D sports can 




cc 


JULY 1996 



Ndflh ^ea 


"•^tielAReader Service #7687^ 




Are you a student of World War II 
history? Have you ever wondered how 
WWII would have developed if the 
Germans had captured Moscow, or invaded 
Britain? As the Allies, would you like to 
try to invade France before 1944? In this 
faithful adaptation of our popular board 
game, you command the armies, air forces 
and navies of one of the major powers 
during WWII. The game includes air, 
ground and sea forces of all the historical 
belligerents plus the forces of Spain and 
Turkey. Players are free to pursue many 
strategies — this is a perfect game to explore 
the many "what ifs" of WWII. 

Biird Reich PC can be played by two players or 
can be played alone against the sophisticated 
A.I. There are four scenarios provided, 
simulating the strategic situations in 1939, 

1942, 1944 and a game that covers the entire 
war from 1939 to 1946. 

ThlPd Reich PC #45959 runs on IBM PC CD-ROM 
and compatibles, To order, call 1-800-999-3222 
and ask for operator CGW7, or E-mail us on 
CompuServe: 72662,1207, America-On-Line: 

AH Games, or the Internet: ahgames@aol.com. 
You may also want to visit our forum on 
CompuServe: go GAMECPUB, our industry 
connection area on AOL: keyword AVALON 
PULL, or our worldwide web page at 
http://members.aol.com/ahgames/avalon.html. 




mean-even to the statistics-ori- 
ented, “manage only" crowd. Tired 
of having a limited number of ani- 
mated sequences for each type of 
hit, tackle or slam dunk? 3D 
graphics built around physics- 
based models of terrain, atmos- 
phere, and players should provide 
a variety as endless as real sports. 
For example, I’m not a soccer fan, 
but I recently saw a European title 
on the Playstation that was unbe- 
lievabie. The different kicks, cam- 
era angles and shots are phenom- 
enal. Even though I’m not a fan, 
the extra element of realism pulled 
me in. Action-oriented and stats- 
oriented sports gamers alike will 
benefit from the emphasis on 3D. 

My favorite games are strategy 
and wargames. I particularly like 
historical wargames. When you 
remember that I come from a 
boardgame background, what I 
have to say is of particular impor- 
tance. I used to think that hex- 
based maps were enough (and 
sometimes, they are), but the fact 
is that 3D enhances historical 
wargames, as well. Now, we can 
have colorful Napoleonic era 
troops charging across a battle- 
field-not lead soldiers on a 
miniatures table, but animated fig- 
ures with an Ai all their own. 

Being able to take cover behind 
3D terrain and having movement 
realistically affected by the terrain 
reflects just some of the advan- 
tages of putting strategy and 
wargames in 3D. 

Of course, someone might say 
that puzzle and classic games 
don’t benefit from 3D technology. 
Even that may not be true. When I 
solved the broken cup puzzle in 
Ripper, I suddenly felt that the 3D 
had both enhanced and detracted 
from the puzzle. The detraction was 
an interface problem, but the puz- 
zle itself was intriguing. Since 
many games shops carry entire 


lines of 3D puzzles, there may be a 
new style of puzzle game on the 
computer that will benefit from the 
technology. Of course, 3D anima- 
tion hasn’t hurt classic games. 
Witness the facelifts 3D has given 
the multimedia version of 
Monopoly and some of the later 
Battlechess products. 

HOUSE OF CARDS 

The bottom line is that almost 
every game genre is starting to get 
its share of 3D products. Many of 
these games will be written to take 
advantage of Direct-3D drivers in 
Microsoft Windows 95 which, in 
turn, will run faster because of 3D 
accelerator cards. If you. like me, 
think that 3D significantly 
enhances the gaming experience, 
you know that you'll need an 
accelerator card. You’ve already 
seen how the processor-intensive 
calculations of new 3D games is 
starting to hit overall game perfor- 
mance. Imagine what happens as 
artists try to put more and more 
details on the textures. Imagine 
what happens when improved AI 
routines hit an already overworked 
processor. Then, what started out 
as a positive, suddenly becomes a 
negative. 

Yes, if I were "just a gamer," I’d 
be wondering if I’m really going to 
need one of those new 3D cards. 

As "just a gamer" who covers this 
industry, I know I’m going to have 
to have one. As a magazine, we’ve 
chosen this issue, before many of 
the cards have actually hit the mar- 
ket, to help get you up to speed on 
3D technology, give our expecta- 
tions on the coming cards, tell you 
what to look for in a gaming-orient- 
ed 3D card, and explain what dif- 
ferent features mean to you. We’ve 
been as practical as we can and 
we hope our special coverage this 
month will help you answer the 
question, % 


ZIFF-DAVIS PUBLISHINB GROUP 

• CHAIRMAN AND CEO EfIcHtppOaU ; -'j,':' • 

CONSUMER MEDIA GROUP 

President J. Scott Briggs 
Vice President J. Ttiomas Collingham 
Director of Electronic Pubtishing Bellt.Cataldo 
Executive Director, Research Randy Cohon 

Business Manager Cynthia Mason ' 
Creative Services Manager Tetri Rawsen 
Assistant to the President Francesca Koe 

ZKI-Davls Publishing 

President, U.S, Publications Rsttnl Somnbeig 
President, Interactive Media 

And Development Group Jelfrey Ballwe 
President, International Media Group J.B. Holsion III 
President, 

Computer Inteltigence/Infocorp Bob Bmn 
President, Training & Support 

Publishing Group iAfiliiain Rosetilhal 
Vice President, Chief Financial Office Timolhy O'Brien 
Vice President, General Counsel, 

And Secretary J. Malcolm Mortis 
Vice President, Human Resources Rayna Btown 
Vice President, Planning Daryl R. Olle 
Vice President, Production Roger Herrmann 
Vice President, Controller Mark Moyer 

Treasurer Thomas L. V/rlght 

U.S. Publications Group 

President, U.S. Publications Roonl Sormenberg 
President, Business Media Group Claude Sheet 
President, Consumer Media Group J. Scolt Briggs 
Senior Vice President, Circulation 
Assistant to the Chairman 
Vice President, Marketing Services 
Vice President, Central Advertising Sales 
Vice President, Product Testing 
Vice President, Circulation Services 
Vice President 
Vice President 
Vice President 
Vice President 
Vice President 
Vice President 
Executive Director, Licensing 
Director of ZD Labs 
Director, Benchmark Operation 
Ziff-Davis Magazine Network 
Vice President/Managfng Director 
Executive Director 
Marketing Director Mike Pf 
Directors 


Tom McGrade 
Jim Manning 
Bob Bader 
Mark Van Name 
James F. Rarraley 
Don Byrnes 
AI OiGuido 
Daniel Farber 
Michael Milier 


Paul Somerson 
Gertrud Sorchardt 
Bob Kane 
Bill Catchings 

Joe Gillespie 
Alicia Sarlbaiis 


Ken Beach, Michael Bird. Jelf Bruce, Kelly 
Lowmaii, Melinda Magmn, Debbie Moss, 
Julie Tuttle 

Director of Public Relations Gregory Jarboe 

PERMISSIONS AND REPRINTS 

COMPUTER GAMING WORLD (ISSN 0744-6667) Is published monthly by Zifl-Oavis 
Publishing Company, Copyright “ 1996 Zill Davis Publishing Company. All Rights Reserved. 
Material In this publicalion may not be reproduced in any lorm without permission, if you ward 
lo quote (fom an article, write to Chanta) Tucker, One Park Avenue, New 'ftirk, NY 10016-5802, or 
fax (212) 503-5420, For price quotes on leprinls, please contact Zifl-Oavis reprints at (800) 825- 
4237, Computer Gaming World is not alfillated with IDG. We periodically make lists of our cus- 
tomers available lo oatolully screened mailers of quality goods and services. If 
you do not wish to recerve such mailings, lei us know by wriling us al 
Computer Gaming World. RO, Box 57167, Boulder, CO 80322-7167, 





Mil Bureau ot Cimilatlons 


Member AUDITED 



COMING IN SEPTEMBER 


Commander Zod is waiting http://www.vie.com 



Z ©1996 The Bilmop Brothers, licensed exclusively to Virgirt Interactive Entertainment, Inc. From Renegode 
Sohware, a Wornor Interactive Compony. Virgin is o registered trodemork of Virgin Enterprises, ltd. 


W Reader Serv, 






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LETTERS 


A 



,ke tlie new fomiat, nut please Pring back “Under Hic 
tless limes in the past. 

Da\'e Bartkowiak 
O^deii, UT 

im-er actually killed “Under 
Vie Hood. " hryd Case’n column 
covere the same subject matter 
and even has heljrful hints for 
setting up your hardware to get 
the best gaming experiences. 


WINDOWS WATCHING 

1 was caiising ihrongh the coinpiit- 
er shops the other day and I noticed a 
weird tliing.Mosl of the games and 
utilities were fur W'lndows 95. 1 am 
not currently a Windows 95 user 
because 1 like plain DOS and I think 
tliat the computer evolution which 
Win 95 is currently at is not needed. 

So many )reo|jle have 4S6s with 
4-8 MB of IMM. I tested Win95 
and found out that almost %7c of 
games and utilities would not run 
or would be veiy slow due to mem- 
oty' shortage. I think it’s not fair to 
Win 3.1 and DOS users. Window's 
95 is taking over the computer mar- 
ket and 1 think it’s currently way 
ahead of computer technology 
itself.Wliat I mean is that comput- 
ers that run Wn 95 fast are so 
c-vpensive and most people have 
486.S, making it impossible to am 
and use games, I hope Microsoft 
would reconsider the R/\M and 
other abilities of computers that 
most people have. 

Mike D Andreyev 
Internet Subscriber 

Game publishers Im’e to continu- 
ally aim fora moving taigel. It is a 
chicken and egg situation. If game 
publishers don't plan to support the 
hottest machines down the line with 
the hottest new features, most gamers 
will simph’ dismiss that publisher as 



being archaic and out of dale. So, 
game publishers hcri'e to look at the 
potential machine base around 18-2-1 
months in the ftture. As the}’ develop 
these games, I can assure )’ou that 
they are not thinking of 486 machines 
with limited /\t press time, the 
(li’erage machine "on sale” was a 
Pentium B3 with more than 12 MB of 
R-\(V/ and more than a I GB hard disk 
(Source Ziff-Da\’is' Consumer PC 
Inde.xj. Vie best use of that power is 
currentl}’ through Windows 95 gomes. 
W'Jn 95 fs the best transitional tool we 
licwe forgetting the computer game 
industi}' to migrate to: a) standard dri- 
veis for sound, video, 3-D; b) Inie 32- 
bit computing that will eventually 
enable us to use Pentium Pros for 
gaming and go beyond; and c) stan- 
dard connectwit}' for multiploj'er 
games with elaborate!}’ hardcoding 
network solutions. 

SUPPLEMENTARY, 

MY DEAR WATSON 

1 /ived your Playstation coverage 
in your May issue. As a longtime 
ow'iierofboth PCs and consoles, I 
fell that there w'cre many console 
games that w'ere just as good as their 
PC counterparts. 1 low' about some 
coverage of the Sega Saturn? 
Considering the recent translations 
of several Saturn games for the PC 
and vicc-versa (if I’m not mistaken. 
Command an'D Conquer is being 
developed for Saturn), as well as the 
large number of RI’Gs and slrateg)' 
games coming out for Saturn (espe- 
cially by the company Working 
Designs, w'hich specializes in llPCs 
and slrateg}' games), it seems that 
coverage of Saturn is in order. 

Waller “PsychoKick” Yoon 
Cornell Unweisify 

'thanks, Walter. We thought it was a 
marvelous supplementary section, as 
well. Unfortunate!)’, our opinion uus a 


minority v/cu’. 1 lere are a couple oj the 
iiegatwe letters. 

10 pages on tlic bloody 
Playstation? Wliy?? Do remember 
that \'ou are a comjjuter gaming 
magcizine. In fact, you are the finest 
computer gaming magazine. But if 
this console schlock becomes a 
trend, I’ll have to rethink that judg- 
ment. 

Brian Griffin 
Bellefonie, PA 

Playstation in CGW? Puh-!ecze! 
Wliat nc-Kt? CamcBoy cover storie,s? 

Ken'll Buss'/er 

Atlanta, CJA 

7 he Pla}>station supplement uws a 
self-supporting section which didn't 
take an}’ pages awo}’ from our regular 
PC coverage. We wanted to gauge the 
interest of our readers in looking 
toward publishing our on7i 
Plcr}’station book. Wfe feel so good 
about that market that our parent 
compaty, Zijf-Da\’is, has just pur- 
chased Sendai Publishing. Viis means 
that you will be able to get console 
game coverage in our other books, but 
that there Mil be no need for 
Computer Gaming World to dupli- 
cate that coverage in our pages, 
llowtwer, to those of you who were 
angiy about the Pla}'station supple- 

► 

To wTite a letter, send e-mail to: 

'■ .CompuServe: 76703,622 
fntemet; 76703.622@com 
piiserve,com 
orwriteUsat: 

Computer Gaming World 
I Letter To 'flic Lditor 

135 Main Street, Idtlr Floor 
San Francisco, CA 94105 




Should Have , A Thouoht Of Their^wn. 




BY CAMEKS. FOR CAMEEIS. 


Circle Reader Service #59 '' ' ‘ ' 

. All rights reserved. Interplay is the sols publisher and distributor. Licensed from and deveioped i 


©igga.t^lin interactive Ltd, All Rights Reserved^Normallty Is a trademark ofjl^lay Productions. 


ment. read myhpe— ”No 
/leii’ comole coverage." 


LEFT LUGGAGE 
DEPARTMENT 

Being ;i Icftv, I fed for John 
Benner (the reader in CCW'' 

//14! who lamented the lack of 
left-handed jo^ticks). So. let me 
recomend a good left-handed 
joystick, llie QnickShot (QSZOh 
Sk\Tnaster). 'llie throttle is set low 
on the left, as are the extra huttons 
and turbo switch, and the (rim con- 
trols arc sel on the right, so no more 
hitting tliem w ith the side ofs oiir 
hand when banking left. 'I he grip is 
not ver)' special, and only slightly 
fonn fitting, hot it is s\anmetrical and 
fits the hand w ell, plus it has a rub- 
ber palm [)ad. I hope this helps. Left 
handed people rule! 

Doug Milk 



LAP TO THE FUTURE 

I laving read your laptop-article in 
the April Lssue and having played 
Ci\’ ll and CivNct recently, I’d like 
to discuss some matters in the com- 
puter gaming magazine of my 
choice. I have a long esperience in 
computer gaming, and 1 think w e 
have seen a lot of fantastic games, 
just take a look at the CCW I kill of 
I'amc. CiVILI/.'illON is one of those 
great games of all times, and I think 
the two successor games, ClvNicr 
and ClV 11, are demonstiating the 
direction gaming should take. Oka\; 
Civ 11 is a great game and the 
improvements made in comparison 
to Ci\'ii-i/'AnON are welcome. 

But the improvements in Cin Nki' 
are e\ en more welcome, heeause 
battling it out w ilh real opponents is 
infiniteK’ more interesting than pun- 
ishing some computer dogbrains. 
Better graphics arc fine, but better 
graphics don’t mean better game 
pla\'. lake one really old game from 
Your flail of fame, let’s say 


K-\Mi’i-CRiiPP[':,and 
include modern-play. And now 
compare that game to a - hjpotheti- 
eaily -graphicalK' enhanced 
K-wiPKCRtiPiT. 2 with streamlined 
gameplay, more uniLs, more maps 
and .some added featurc.s. W4iieh 
game would be the better one? 

Or imagine R\I1,R0 .>\d 1\’C00N 
w'ilh network capability. Great 
game? Right. Wliat about simula- 
tions? Do we really have to wail that 
long for \V( )RI ,n CiRCUn' II, which 
])robably won’t mn [)ro))erly on a 
lAtO-machine, when all we need is 
World ClRCDri'with network 
capability? We do need more games 
like CivNi':i; Ni':rML;cii OR 
W-VRCRAKP 1 1 (ho]>efully iNLvS'n'R OR 
Orion il w ill be of the same kind), 
in short, games with multi-player 
capability And you don’t need 64 
MBofR-Wlanda lYntiumZOOto 
make decent games, just look at 
Sl’ACtW/Uti:) I k )!, still a first class 
choice, if you like to have some fun 
with a few' friends. Or take even 
1830, where you don’t need even a 
network, but can play it iiot-seai. 

So the ne.\i logical step in com- 
puter gaming is the laptop! A 
Pentium 90 or 100, 16MBR/\M, 
(|uad-speed CD-ROM, 1 CB hard- 
drive, not nece,ssarily a sound-card 
(who wants to hear the .sounds of 


five machines, when \ ou are nct- 
])la\ ing with your friends, ainvvay) 
and a nctwork-caal (hopefully 
build in). 'f/it/t’slhe gaming 
machine of the near future! 
Because you won’l find many 
people among your friends w'ifli 
enough space in Ihcir rooms to 
house four de.sktop computers 
inch monitors, and yon 
w ill find e\'en less who will 
w'ant to haul their machines 
to their friencLs’ houses or 
clubhouse eveiy .second 
weekend or so. 'Ihc la|)lop 
is the ideal solution, and we i iced 
the ])riees of them to come down to 
where the)’ are affordable. Maybe 
next )'ear, when there are Pentium 
50ns or a new generation of 686- 
proees,sor.s and the minimum 
ret|uiiements for getting a new' game, 
running are Pentium-]33.swith 32 
MB RAM, lho.se laptops will be 
affordable. Itwould he nice, ifwc 
then had the right games to play on 
those “ridieulousK’ low-tech” 
machines. 

CImtiaii /entac'// 
from the liilenict 


III llieiwrdsoflxnigh-ln’sArtc 
jolumii ''Ver)’ iiileresliiig!’’ We are 
seeing lots of lalrlops begiimiug to 
enter the consumer market and, as 
you [rrohabl}’ noticed in oursuire}’,a 
few of them are useful for gamers. 
Most of the games we're seeing at 
pres, S’ lime work relalwchwcll with 
Toshiba's 410 CD'I ' with P-90, 


TIP SHEET 

Y)u need a hint and tip 
.section! 

ilodrigo I'errer 
Cromwell, CT 


I /oH's this for sen'icc? 

I lints and tips met}’ be 
found in the CG 'lips box 
at the conclusion of each 


genre specijic columiiisl's ranting and 
rcMiig . '/ his wcT}’. fans of e\'er\’ genre 
get something in e\'ei)’ issue. \’\f also 
offer a ‘"I 'ip of the Do}" on otirAOl , 
edition oj the magazine: Kcoword: 

CCW. 


SPOUSAL DISUSE 

/\re there anv sup])or( groups for 
neglected .spouses of eoi nputer 
gamers? 

Noah Saecker 
Oshkosh, Wl 


No. hut our Sex Addicts 
Anonymous chapter has volunteered 
to start one. 


SAGE ADVICE 

'llie best ad\ice \’ou could gi\e 
computer game hm ers loclay is to 
aKvays W'ait four-six months after a 
game's initial relea.se before busing 
it. 'lliis allows: a) time to read the 
res'iew in CCW;b) time for the vl, I 
patch file to be released: and c) lime 
to shop for the be.st price, I hev’ll 
base all the fun evervonc el.se ha.s, 
but much le,ss a^ravalion! 

leffPelraska 

NewBoston.MI 


Oka}’, I'll pa.ss this on, but you 
lurwto explain the cash (low problem 
to the Cl'Os at the game publishers. 
Vm''d shoot us. 


CORRECTION 

It has come to our attention that 
the Cnslal xikc Series l-H) sound 
card pictured on page SO of our june 
issue was not a Crystal <ike Series 
HO. I lere is the correct picture. 






’ri'o€$ or 


Gam 


-SouRce: pc Data. January 1996 


...THE Dl 

GAME 


OF ALL TIME 

— Next Generation 


Computer Gaming World 


•COMPUTER GAMING WORLD 
MARCH 1996 


IT KICKS ASS 


•PC Gamer 


“It’s the reason we 

DON’T HAVE SEX ANYMORE! 

— Actual quote prom 
THE WIFE OF A TECH 
Support caller 


Now Available! 
Warcraft II- 
Beyond the dark Portal 

ir 24 ALL-NEW SCENARIOS 
ir SO CUSTOM MAPS 

ic STUNNING NEW 3-D 
CINEMATIC SEQUENCES 
Available at retailers natlonwlile. 




Circle Reader Service ‘>265 


WWW.BLJ22ARD.COM 

800-953-SN0W 



The Wf«fs/s WORLD will tantalize rotiR senses, 

TRUE INTRIGUE, HYSTERY. AND EXCrTEMENT IN tHt WlZARMY^' 
TRADITION. WeMESK.RELIES ON REASON ANp:t'NqpRPORAT£S 
PUZZLES THAT ARE DESIGNED TO MAKE ,S£WS£; - ' ; 


Real-time combat earns a new oESCRipnoN'iN NiMcas.. 
Responsive! Battles are a test-op your wits, strategy, 

AND RESPONSES, Not JUST A WORKOUT FOR YOUR MOUSE 
FINGER. Prepare youwelf for some hair raising •: 
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Four CDs And over 10,000 frames of stunning SVGA 
graphics paint a picture of a world in turmoil. Over 40 

DETAILED 3D CREATURES HELP MAKE THAT TURMOIL VCSY REAL. 


Experience the world of Nemesis from an unexpecYeb," 

VIEW — THROUGH THE EYES OF A CHARACTER, WITH CHARACTeL 

Explore in a realishc first person view and ENjpV 

STUNNING CINEMAnC SEQUENCES FROM A THIRD PERSON VIEW. 


COMING SOON 

To ORDER, VISIT YOUR RETAILER, 
OR call: ( 800 ) 447 - 1230 . 
Ask for operator 75 . 


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Tel: (315) 393-6633 Fax: (315) 393-1525 
E-mail: 76711.33@C0MPUSERVE.COM 


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Wizardry is a registered trademark of Sir-tech Software Inc. 



' i' 

-1 


i 


4 

3 ’ ■ 



advEnture 


/ V 

« <)» 



TJiE: Wizardry SERIES has sold millions of copies world 
L;Wide. This FALL, SiRTECH ushers in Nemesis, the world's 
msfWiUROiir ADVENmiiE. At Sirtech "Wizardry" is a 

3jAME;A RRODUCTEARNS, AND NeHESIS HAS BEEN PUT THROUGH 
■^fwRlNGERywj,: ;; 

feE;2,5:GIGABYTES (4 CDs) OF INTENSE VIRTUAL WORLDS 
'Siting new MEANING TO the phrase "epic STORY." Nemesis 
/COMBINES .OVER. 10,000 FRAMES OF ORIGINAL 3D ART AND 
SVGA ANIMATIONS, WITH THE EXCITEMENT OF REAL TIME 
INTERACnON. 


This IS AN intense story about virtual beings with real 
i^ES AND, real ENEMIES AND DANGER AT EVERY TURN. ThE 
Nemesis experience marks the beginning of yet another 
.Wizardry Adventure. 





Circle Reader Service HISS 


READ.ME 


Attack Of The Game Nets 


Over 10 Companies Jostle For Turf In Virtual Playgrounds 


everal 


teams are 



the field 


of on-line 


gaming, 


and the 


battle for players is about to 
begin. Never before have 
gamers had so many multi-play- 
er gaming options with such a 




designs original multiplayer con- 
tent and offers third-party 
games on its ARIES server, is 
now accessible in several new 
ways. Now, Air Warrior II and 
BahleTech; Solaris (two graphi- 
cal online games) will be avail- 
able through CompuServe, 
Earthlink {direct Internet con- 
nection), GEnie and AOL. 

Individual publishers also 
introduced online strategies at 
E3. Starwave 


high level of graphics and fast- 
paced action. This is due, in 
part, to the efforts of first-rate 
game publishers such as 
EA/Origin, Mindscape, Blizzard 
and Interplay to bring com- 
pelling new content on-line. Add 
greater accessibility to that 
equation with new networks like 
TEN, Mpath, Engage and GTE, 
as well as a myriad of Internet 
Service Providers (ISPs) to help 
gamers reach those systems, 
and you have the makings of a 
gaming revolution. 

At this year’s E3 show, even 
the old-timers had interesting 
news. Kesmal Corporation has 
been doing on-line gaming 
longer than virtually anyone and 
they had several important 
announcements. The Virginia- 
based company, which both 


Productions, 
the provider of 
the ESPN 
Sports Center 
web site, 
unveiled its 
children's prod- 
uct, Castle 
Infinity. Castle 
Infinity will be a 
CD-ROM prod- 
uct which will 
play animated sequences from 
the CD as it launches to the 
web Of even when there are dis- 




BATTLETECH: SOLARIS If you thought 
Multiplayer BattleTech was slow and 
crude, you should see the frenzied death 
matches in BattleTech: Solaris. 


vein, Blizzard Entertainment has 
designed Diablo with an internet 
access link built into the inter- 
face. One click and you’re con- 
nected with their battle.net serv- 
er, a free service for gamers 
who have Internet access. 

EA and Origin will expand the 
franchises of two oi their most 
successful packaged games 
with Ultima Online for fantasy 
buffs and Janes’ Online for flight 
Sim fans. These will not merely 
be extensions of boxed games, 


but will feature dynamic game 
worlds with social structures, 
designed quests/campaigns, 
and mini-quests and missions 
that arise from the characteris- 
tics of the worlds themselves. 

Slightly ditlerent is the 
approach of GTE’s Siege. This 
game on GTE’s upcoming 
Internet service will link a mul- 
tiplayer adventure and strategy 
game to a CD-ROM which is, 
in turn, tied to a monthly 

continued on page 38 ... 


gere are some of the hottest prod- 
Sucts on the market, as well as 


the ones that frankly ain’t so hot. 
Reviews for most are coming soon. 


BATTLE ISLE 2220 

The Ihird installment of the Battle Isle 
[ series from Blue Byte, a German pub- 
1 lisher, can be fun, challenging and 
somewhat addictive. But it can also be 
irritating, frustrating and monotonous. Battle 



Isle 2220 comes on two CDs, mostly 
because this installment comes with over a 
gigabyte of multimedia film and audio. The 
music is good, but the acting is amateurish, 
with some bland dialogue. The plot is banal 
and doesn’t do much for the game. More 
often than not, it serves only to mislead and 
confuse the player, in concept, this turn- 
based game offers strategic planning, tacti- 
cal-level warfare with 64 different land, air 
and sea units, weather effects and the ability 
to manage energy, material and military 
resources throughout a campaign. In execu- 
tion, only players who are heavily into micro- 
management and who are patient enough to 
repeatedly slog through long, drawn-out bat- 





READ.ME 




OKE REALLY 
FAST COW 

Gateway Pentium 200 Has The Beef 



ntel has upped the processor 
speed ante again, this time with a 
200-MHz Pentium chip. If you 
recently spent a wad of cash on a 
133-MHz or faster Pentium, don’t worry, 
you’re not being left in the dust. Due to 


an incremental speed update over its 
recent predecessors. 

That said, Gateway 2000’s new P5- 
200CDR is still the fastest PC we’ve test- 
ed yet. And Gateway's not just depending 
on processor speed to sell this new 


the limitations of the Pentium architec- 
ture (namely, that no Pentium chip talks 
to the motherboard any faster than 66 
MHz), the 200-MHz P5 chip offers only 


$3,999 tower of power. It’s packed (for 
the most part) with top-of-the-line compo- 
nents that will make this tiger purr when 
continued on page 40 ... 


■ PLAYING LATELY?] 


Just two months after its debut, Civilization II takes the 
number one spot, knocking Warcraft II into second place 
after four months at the top. While 
Dike Nukem 3D continues to climb 
steadily. Panzer General returns to the 
chart after a few month’s absence and 
Fantasy General enters at number 
nine. Be sure to send in your poll card, 
so we know which games are feeding your addiction this 
month. 


Last Mortths 
Month On Chart 


1. Civilization II (Microprose) 5 

2 

Z Warcraft II (Blizzard) 

1 

5 

3. Duke Nukem 3D (3D Realms)/ 

3 

4. Steel Panther (SSI) 

2 

7 

5. Command & Conquer 

(VIrgIn/Westwood) 

3 

8 

6. Wing Commander IV 

(Origin) 

4 

7 

7. Heroes of Might and Magic 

(New World Computing) 6 

7 

8. Panzer General (SSI) 

- 

16 

9. Fantasy General (SSI) 

- 

1 

10. MechWarrior 2 (Activsion) 

8 

8 



ties in search of a winning solution will find 
Bahle Isle 2220 worth their [m.-Pa! Miller 
Blue Byte (847)534-7950 
PC CD-ROM 
Reader Service #301 

TREASURE QUEST 

Sirius is offering a $1 million prize to 
the first person who completes this 
puzzle: and believe me, if you can 
solve it, you deserve every penny. The problem is 
that with such a huge prize at stake, Sirius has to 
make it pretty damn hard for anyone to win, in 
fact, they’re really not giving much away at all 
Your first puzzle is figuring out just how to play. 
The obiect is to search the house of the late pro- 
fessor Jonathon William Faulkner following some 
vague inslructions left in his will. As you navigate 
through an extravagant mansion aiming for "hot 



spots” that will trigger audio/video hints or lead 
you into other rooms, you’ll find cryplic clues, 
complicated word puzzles and cryptograms. 
Deciphering each of these does not in itself solve 
the puzzle; you must keep note of any other snip- 
pets you pick up along the way and piece them 
together to form an overall conclusion. Gameplay 
is slow; after a few frustrating hours I felt no clos- 
er to the solution. However, the clearly executed 



graphics, including video footage of Star Trek 
Deep Space Nine's Terry Farrell as your spiritual 
guide, create a visually compelling experience. 
Curiosity may tempt me back for another peek, 
but this challenge is really for dedicated puzzle 
gamers only.- C. Panther 
Sirius Publishing, (602) 951-3288; 

PC CD-ROM 
Reader Service #303 


VIRTUAL SNOOKER 

If you enjoyed Virtual Pool, then chances are 
you’ll enjoy Interplay’s Virtual Snooker, even 

though (or perhaps, because) the table 
'■ is more forgiving than the real thing. 

W The mechanics of cue control are 
^ very intuitive. Using the mouse and the 
"S” key lets you simulate the stroking movement 
of the cue. You can increase or decrease the 


JULY 1996 


cc 






Avoid The Traffic Jam 

Intel Reroutes 3D Graphics Traffic To The Main Bus 


0 matter how 
wide the bus, 
computer games 
will find a way to 
clog It. As 3-D graphics boards 
head our way, vendors and title 
developers are discovering that 


the PCI bus can actually be a 
performance bottleneck. When 
an application passes data in the 
3-D pipeline from the CPU to a 
3D accelerator after a scene's 
geometry setup, the PCI bus can 
impede performance-even with 
its 80- to 100-f MB/sec of band- 
vddth. To remedy the problem, 
Intel announced at the Windows 
Hardware Engineering 
Conference (WinHEC) a plan to 


have graphics accelerators use 
the main memory/CPU bus 
itself. Intel is calling the new 
interface the Accelerated 
Graphics Port (AGP). 

AGP promises to allow graph- 
ics accelerators to take advan- 
tage of the main 
memory bus’ 450-f 
MB/sec bandwidth, 
and alleviate bottle- 
necks on the PCI bus. 
An added advantage 
of this implementation 
is more PCI bus 
bandwidth left over for 
other devices like hard-disk con- 
trollers, network cards, and a lit- 
tle down the road, sound cards. 
Although AGPequipped mother- 
boards won’t ship until mid- 
1997, they’ll allow game devel- 
opers to build more complex, 
polygon-intensive scenes into 
their titles, allowing them to 
more accurately model real- 
world scenes. 

Intel has inked a deal with 




Ziff-Davis Becomes 
#1 Game Magazine 
Pubiisher with 
Purchase of Sendai 


Lockheed-Martin to incorporate 
LM's Real 3D chip on Intel 
motherboards in the second 
half of 1997. The chip will use 
the AGP interface, and will also 
deliver 2D graphics as well as 
digital video. The move is seen 
by some as hostile toward third- 
party graphics-hardware ven- 
dors, since the LM-Intel solu- 
tion could obviate the need for 
add-in graphics hardware. But 
the AGP specification does 
have provisions for an 
AGP slot for add-in 
cards, and several 
prominent graphics 
chip makers have 
announced their intent 
to use AGP for future 
products. 

In the meantime, the PCI 
bus should provide plenty of 
bandwidth for first-generation 3D 
games, and AGP will hopefully 
pave the way for even more com- 
pelling titles late next year, 

-Dave Salvator 




Publishing Group 

A dding seven new game maga-^ 
zine titles to its flagship^ 
gaming publication, < 

Computer Gaming World,"' 

Ziff-Davis Publishing has become the__^ 
dominant force in publishing maga- < 
zines about interactive entertainment. Z-’’ 

0 announced its purchase of the Sendai’^ 
Publishing Group [Electronic Gaming Monthly, ” 
CyberSports. Computer Game Review, Intelligent 
Gamer, PSX, Internet Underground, and EGM2} 
on 9,1996. 

Jon Lane, former publisher of 
Computer Gaming World, will 
become the Group Publisher of the 
Sendai Publications Group, while Steve 
Harris, founder/publisher of the 
Sendai Group, will become a Z-D 
vice-president and focus on electron- 
publishing. Dale Strang, former associ- 
ate publisher of PC Games and publisher of 
Amiga World and Desktop Video magazines, is 
the new publisher of Computer Gaming World. 

As of press time, Z-0 announced that it would 
no longer be publishing Computer Game Review 
and that subscriptions and ad pages would be 
roiled into Computer Gaming World. 



the exact path the cue and target balls will take 
upon impact, greatly assisting those of us who 
failed geometry class. The game sports 
modem play and allows two hot-seat players. 
Although system requirements advise only a 
single-speed CD-ROM drive, my double-speed 
drive stuttered on the helpful FMV tutorials, 

-J. Anderson 
Interplay, (714) 553-6655; 

PC CD-ROM 
Reader Service #302 


force with which you hit the ball through your 
mouse movement. Other key combinations 
allow you to increase the angle of the cue, or 
move the tip to apply left and right english as 
well as top spin and backspin to control 
rebounds. Interplay guarantees that Virtual 
Snooker will improve your real game, and ' 
we don’t doubt it. The tracking option shows 


BATTLEGROUND: 

WATERLOO 

In between the assaults at Gettysburg and 
Shiloh, the General Staff at Talonsott have 
decreed that our next wargaming objective 
shall be none other than Waterloo, 
arguably the most famous battle in histo- 




ry, The interface remains familiar, and the graph- 
ics are so polished that even the toughest drill 
sergeant could scarcely find fault. The march of 
proud French infantry toward La Haye Sainte, 
the bitter struggle for the walled chateaux of 
Hougomont, massed musket fire giving way to 
bayonet charges-it’s all here, in a luscious set- 
ting that contrasts sharply with the determined 







\S#' 




HYPER 


The Drome. Where athletes are ruthless engines of destruction. The sport 
IS VIOLENT. The tactics are brutal. And pain is a part of the game. But the 
over-riding FACTOR IS SPEED. FOR THIS GAME IS SET AT A RELENTLESS PACE. 
HYPERBLADE - THE FUTURE OF SPORTS. ENTER THE DROME...AT YOUR OWN RISK. 


The Drome Opens Summer '96. 
Available on HS-D0S^ywiNDOWS'’95 CD-ROM. 

Visit the Drome at http://activision.com. 


I/I//Z 


AdiVraoN. 

Circle Reader Service 1139 
Developed by Wizbang! Software Productions 
IN collaboration with Activision. 




ACIIVISION IS A KIWS11HH1 IMAIll MKK AW) HYI'I Kill ADI IS A IHADlfWRA 01 ACIIVISIOH. Iw.. ■ 1906 AC IIVISIIHI. lllC. Vl/HANG' IS A HI GISILRI p IRADlHAHA ()• Wl/HAIIC' SOI IHAHt PROUUClinHS. IHC- 





IS NEW CHALLENGING MISSIONS. 
10 NEW MULTIPLAYER MAPS. 



Circle Reader Service »181 

Comm.in(J S Conquer and CoiTvnand S Conquer; The Coven Oporntions arc rc(}islcnjd IrndcmarKs at Wcshvood Studios. Inc. .■ 1905. 1996 Westwood Studkjs. Inc All nfll'ts reserved. Virgin is .1 legrslcicd li.idcmarK ol Vngm Entcq'-isos. l.td. 



ON THE SHELF^ 


... continued from page 32 
comic book. The comic will 
be written and inked by veter- 
an artist Jim Lee and is 



DIABLO 
Gamers who 
purchase 
Blizzard's 
hot new 
RPG can 
clobber 
each other 
online, all 
they want, 
for free. 


expected to be in the vein of 
such combat and superhero 
teams as WildC.A.T.S., 
Welworks, Team 1 and 
Slormwalch. 

Similar to Ultima Online are 
the multiplayer MUD games. 
These have, by their nature, 
developed into online communi- 
ties. One such game is 
Archetype Interactive’s Meridian 
59 (described in this issue’s 
“Hands On” portion of our 
Game Track section). Recently 
acquired by 3D0, Archetype 
hasn’t fully fieshed-out its busi- 
ness model. 


Game Packagers 

A new type of service is the 
game aggregator or packager. 
Although some of these ser- 
vices will develop their own 
games, their early business plan 
is to gather together a critical 
mass of pre-existing products 
and place them on a system 
where gamers can find ready 
opponents for familiar boxed 
games. The newest in the field 
is Interplay's ENGAGE, an 
online gaming service which 
will allow access through AOL, 
Concentric, Prodigy and Time- 
Warner. Hoping to bill itself as 
the "HBO of online gaming,” 
ENGAGE has deals with 
Caesar’s Palace, MCA, the 
Improv comedy clubs, Maxis, 
Blizzard, and of course Interplay 
to provide content. This 
includes exclusives on multi- 
player Jurassic Park II, Virtual 
Pool, Castles II, SimCity 2000 
and Warcraft II, among others. 

Mpath plans to allow access 
through Internet Service Providers 
(ISPs) like MCI, Netcom, PSINet, 
and UUNet's Alternet in order to 
allow gamers to play multiplayer 
extensions of packaged games 



MERIDIAN 59 Building a sense of cama- 
raderie and community, many players of 
Archetype’s Meridian 59 have formed 
their own secret guilds. 


(New World 
Computing's 
Chaos 

Overlords just 
released with 
that capability), 
as well as their 
own designs. 

Since SegaSoft 
recently invested 
heavily in Mpath, 
we'll also expect to 
see a large chunk 
ot action games 
appearing on the web through this 
service. One feature Mpath is pro- 
moting from the first is their real- 
time speech capability. 

The Total Entertainment Network 
(TEN) allows you to use your 
own ISP or access them directly 
for games which are, primarily, 
multi-player extensions ot pack- 
aged games. However, TEN has 
an incredible lineup. They have 
an exclusive with 3D Realms for 
several years (Duke Nukem 3D, 
Blood, Shadow Warriors) and 
already have Duke and Blizzard’s 
original Warcraft up and run- 
ning. Eventually, you’ll be able 
to fly Falcon 4 and play Magic: 
The Gathering over TEN. 


Judge and Jury 

Frankly, the jury is slill out as 
to which approach to online 
gaming will win out. Our suspi- 
cion is that the overall mass of 
gamers will split into predomi- 
nantly two groups: 1) those who 
are looking for more competi- 
tion and 2) those who are look- 
ing for more community. We 
suspect that the former will 
gravitale toward the game pack- 
agers and the latter will be 
atlracted to the game makers. 
We also suspect that there will 
always be room for both. Of 
course, gamer dollars will be 
the ullimate arbiter. -V. 
Anderson andJ. Wilson 


charges ot Bonaparte's best and the desperate 
defense of the Anglo-Allied forces under 
Wellington. Better Al, improved leader modeling, 
a richer tactical feel, and of course, cavalry 
charges-what more could you want? Old Boney 
himself would be proud to lead this tine game 
into battie.— T Coleman 
TalonSoft, Inc.. (410) 933-9191; 

PC CD-ROM 
Reader Service #304 


DEATHKINCS OF THE 
DARK CITADEL 


Oeathkings of the Dark Citadel is billed as an 
expansion pack for Hexen. These days where new 
3D first-person perspective games 

I with new features, weapons, and 

movement directions, I would expect more from 



an expansion pack than just new maps. 
Unfortunately, that is all Deathkings has to offer. 
Don't get me wrong-the new episode and 
deathmatch levels on this disk are very well done. 
If you think Hexen is the best game on the mar- 
ket, then you will want to own Deathkings. It has 
the same great graphics, the same eerie feeling, 
the same spooky sound effects, and the same 
gruesome creatures trying to pulverize you as the 
original. The only problem is that the “same- 
ness" completely ruins the excitement of having 


new worlds to conquer. Shortly after starting 
Deathkings, I found my initial excilement was 
gone and a sense ol been there, done (hat had 
taken over. Had this episode contained new ene- 
mies, weapons, and characters to choose from it 
would have been a delight. While changing most 
of the elements of Hexen would lake a lot of 
development time (which could be used on other 
projects), one has to wonder why, if you aren’t 
going to do the job right, you would want to do it 
at all,-G. Fodune 
id Soltware, (214) 613-3589; 

PC CD-ROM 
Reader Service #307 

CYBERIA 2 

Like a bad moment from the movie Groundhog 
Day. Zak's back in this sequel that 
promises more of the same. Exactly 



cc 


JULY 1996 




You blasted your way - 
through, an onslaught of 
undead marines and 

hell- spa vmed hordes in 
Doom, Ultimate Doom and u 

Doom II. How you can EB. 
retire, right? hrongo 

Seems flesh-eating mutants 
have the mortality rate 

of Q oookroach and are 

alive and hioking in Pinal 
Doora — the last of the Bl 

legendary Doom products. 
It’s tv/o new 32-level,'^ 
episodes complete v/ith 

nev/ stories (Evllution. 

& The Plutonia Experiment), 
new fri^teningly realistic 
graphics and new pulse- 

pounding music. It’s time 
to finish what you started. 




MUTANT ZOMBI 


n jf ^ Dlstfibulad by , ' 

(yy GT Interactive Software r ; 

SOTOWWe ^ 16 EAST 40TH ST. N£WVORK,HY 10016 

Rnal DOOM"" 01996 Id ^fiware, Inc. All Bights Reserved. Cteated and Published by Id Solhvare, Inc. Dislrfcuted by GTlfile*«iveSo1iwareCorp. AH trademarks. 


Ena ef story. 


' the prc^rty of their respective companies. 


Circle Reader Service §242 


ON THE SHELF * 


continued from page 33 
running the most demanding 
games. 

Along with the 200-MHz 
Pentium chip, the P5-200CDR 
also uses the newest Intel 
Pentium support chips and 
SDRAM {Synchronous 
Dynamic RAM) memory chips; 
the memory is in DIMM pack- 
ages, so you can expand one 
DIMM at a time, instead of in 
pairs as is required with 
SIMMs. You’ll also find512Kof 
synchronous cache memory. 


All this adds up to give the sys- 
tem processing performance 
about 20 percent faster than 
our baseline Zephyr Onyx 166- 
MHz system, but only about 10 
percent faster than the blazing 
Falcon Northwest P166. 

The peripheral list is what 
makes the P5-200CDR stand 
out. The most original addition 
is a 4X CD-ROM reader/2X 
writer that can be used to create 
your own CD-ROMs. Whether 
you want to create a quick- 
install backup of your hard 


P(rfornioM((oinporison:Got(uiQ](v$.Z(pli]fr 

GatewEV P5-200CDR Zephyr Onyx P166 How Gateway Rates 

Benchmark 

1 CPUmark16 

366 

305 

20% faster I 

CPUmark 32 

367 

300 

22% faster 

Graphics WinMark 96 
l800x600x65K1 

24.7 

25 

1% slower ■ 

Disk WinMark 96 

1000 ■■ 

657 

52% faster 

1 CD-ROM WinMark 96 

790 

609 

30% faster | 

Price 

$3,999 

$4,080 

2% less 


drive, create your own audio 
CDs, or get that 400MB down- 
load collection off your hard 
disk, you'll find the CD-ROM 
writer a valuable tool. Of course, 
4X speed is passe as far as 
gamers are concerned, so 
Gateway has also included a 
conventional Wearnes 8X CD- 
ROM. 

Although Wearnes isn’t 
exactly a household name. 
Gateway hasn’t skimped on 
the other components. Video 
is provided by a speedy 2MB 
Matrox MGA Millenium card, 
known for providing top-notch 
Windows and DOS perfor- 
mance. Audio is provided by 
an Ensoniq SoundScape VIVO 
card, which sports wavetable 
audio (and sounds pretty 
good considering it has but 
1MB of ROM). 

Wrapping up the package is 
a 17-inch Vivilron monitor, 104- 
key keyboard, and room-shak- 
ing Altec Lansing ACS 400 
speaker and subwoofer pack- 


age. It’s game-ready with a 
Gravis Gamepad, but you’ll like- 
ly want to replace that with a 
real joystick. 

The pre-production unit I 
evaluated was very impressive 
for the most part. Unfortunately, 
driver problems kept the 
Wearnes CD-ROM from working 
under DOS, and the CD-R was- 
n’t ready in time for the preview, 
so our tests were limited to Win 
95. Performance there was 
exemplary, though, even when 
running DOS games under Win 
95. The only other glitch was a 
jumpy joystick reading-likely 
the SoundScape card not liking 
the system’s blazing speed. But 
considering the amount of stuff 
you’re getting here for $3,999, 
another $25 for a dedicated 
game card doesn’t seem unrea- 
sonable. Assuming the CD-ROM 
driver problems are worked out 
before the machine ships, this 
looks like a new contender for 
the Ultimate Game Rig title. 
-Denny Atkin 



like its predecessor, Cyberia 2 requires you to 
shoot through a series of rail-riding action- 
arcade sequences to reach the next "milestone." 
Again, there is no Save function. As in the 
movie and Cyberia, if you fail, the sequence 
begins again; each time starting with the title 
screen to drive home that reiterative feeling. 

The game play Is limited to aiming and firing 
the gun, and (in the brief moments when you 
actually control Zak) deciding which direction to 
turn. If you choose the wrong path, Zak’s Imme- 
diately killed, and you must start the sequence 
again-yes, back to the title screen. Through the 
mundane process of trial and error, you eventu- 
ally make the right decision or learn the exact 
firing sequence and advance to the next mile- 


stone-not a very rewarding experience. The 
graphics and animation are once again fluid 
and beautiful, but that didn’t make a good 
game the first time around. -J, Anderson 
Xatrix Entertainment, (800) 531-2343; 

PC CD-ROM 
Reader Service #308 

CHAOS OVERLORDS 

Gang warfare comes home to your PC in New 
World Computing's latest strategy title. Chaos 
Overlords. The story is simple: In the 
future, law and order disentegrates, leav- 
ing cities under gang rule. As one of the 
gang lords, you've got to be the last one stand- 
ing when the dust settles. Since we previewed the 
game in February (Hands On, CGW #139), not 
much has changed. The interface is still confus- 
ing and very daunting to newcomers. You’ll have 
to read the manual to find out how to play, but 
even the manual doesn’t explain gameplay 
mechanics adequately. The game also starts out 
fairly slow, which, combined with the cryptic 



interface, will turn off many players. In fairness. 
Chaos Overlords has all the ingredients of a strat- 
egy title, such as combat, tech research and con- 
quest of different sectors in the city grid, but it 
just isn’t that fun. Hard-core gamers and those 
enamored with the idea of playing a ganglord 
might find the will to trudge through this title (and 
in so doing find a decent game under all the 
problems), but most will find the experience less 
than thriliing.-£ Chin 
New World Computing. (818) 889-5600; 

PC CD-ROM and Mac 
Reader Service #309 






Experience nation building at its best 




Europe's other conquering heroes are in pursuit of the same glory. 

Conquest of the New World™ is a single or multi-player strategy game where you're 
in command of the explorers, settlers, and mercenary soldiers destined to survey the land, 
to build new colonies, and to protect your emerging nation. As you search for new rivers 
and mountains, you'll come across other colonies and encounter friendly and hostile 
native tribes. Your growing nation is constantly at the mercy of world events and the endless 
threat of surprise attacks. 

Only through a perfect balance of diplomacy, exploration, trade and warfare can you 
build the ultimate nation, declare independence, and experience the true power of Conquest. 


“Conquest of the New World 

has beauty, brains & depth” -sin,i.:gywu. 


Single or Multi-player action for up to 6 over a 
network & head-to-head with a modem 

Colonies come to life in stunning SVQA graphics 
and exciting 3D animations 

Combat explodes with the echoing blasts of I 
infantry, cavalry & cannons II 


■mM RDM 


-ei intantry, cavalry & cannons , 

— Computer Gaming World I ages 6-^ | Br(..v.Mt3ts.K)i 

Chart your course for the Interplay WEB site (http://www.interplay.com) and download the interactive demo. 

©1 996 Interplay Productions. Conquest of the New World and Interplay are trademarks of Interploy Productions. All rights reserved. 

All other trademarks are the property of their respective owners. 

Cirde Render Service //63 


Jedi Knight: Dark Forces II 


CAME TRACK 


SIGHTINGS 


H ere’s an early look at the space invaders that will be vying for 
ri 


I room on your hard drive. Some of these games are still months 


away, and they aren't even playable yet, but at least you can see 
what they look like, and get an idea what their intentions are. 


I n this stunning sequel to Dark Forces. LucasArts 
has pulled out all the stops to create a truly awe- 
some 3D experience; 

LucasArts showed us a pre-alpha version of 
the game on a PI 66 equipped with a 3D graphics 
board, and the visuals 
were incredible. The envi- 
ronment and characters 
are constructed complete- 
ly of 3D, texture-mapped, 
polygons, and the game 
takes advantage of 3D 
boards to eliminate 
jagged linesor pixellated 
graphics at close range. 

The 3D boards also 
enable dynamic light-sourcing which illuminates 
darkened corriders with laser fire. Even the unen- 
hanced version is graphically appealing, with visu- 
. ais comparable to Duke Nukem 3D, Apart from the 
beautiful graphics, Jedi Knight should bring more 
enemies to the table, including an intimidating 


Walker, so we'll have more to shoot at than Storm 
Troopers. Jedi Knight continues the story of Kyle Kartan, 
the mercenary from Dark Forces, as he trains to 
become a Jedi. As he progresses in training, new pow- 
ers of the Force will be available to him, including the 



ability to wield a light saber. In addition to the new 
weapons, new monsters, breath-taking graphics and a 
full 3D environment, Jedi Knight is multi-player capable, 
over network, modem or direct link. And last but not 
least, you wil! actually be able to save your games. Will 
wonders never cease?-£ Chin 


F-22 Lightning II 

I n the coming glut of flight 
simulations based on the 
Lockheed’s new F-22 fighter, 
NovaLogic’s looks to be a 
surprise standout. Terrain that 
looks even better than EF2000’s 
is complemented by the best 
looking texture-mapped aircraft 



yet seen in a PC sim. 

F-22 Lightning II is geared at 
both beginners and experienced 
Sim pilots. Like EF2000, 
NovaLogic plans to use this 21®^- 


century jet’s sophisticated pilot 
aids to keep it simple, rather 
than dumbing down the sim. 

Look for a series of canned 
missions here, as well as a US 
Navy FiGHTERS-slyle quick mis- 
sion editor. The stand-out fea- 
ture, though, may be the net- 
work play. If you’re the ultra-seri- 
ous sim type who wears a 
green bag flight suit to net 
games, you’ll probably want to 
look elsewhere. In the alpha ver- 
sion we flew, being killed in a 
net game would only disable 
your aircraft’s controls for a few 
seconds, rather than sending 
you back to the runway for a 
long flight back to the action. 
Score one for the fun factor, at 
the expense of a little believabili- 
ly. Mixing it up with other 
humans flying F-22s (and who 
have smart F-15 wingmen), 


while simultaneously fending off 
computer-controlled MiG-23s 
and Su-27s, was a blast. Two- 
player cooperative missions are 
also planned. 

We're anxious to 
fly this again, but 
you'll have to wait 
until the fourth 
quarter of the year 
to find if ready for 
takeoff. -D, Atkin 


rience while roaming through 
dark, undead-infested corridors. 
In Blizzard’s tribute to the clas- 
sic dungeon romps like Rogue, 
several key features separate 
this RPG from others in the 
genre are: its isometric look, 
similar to Crusader’s interface; 
graphics that look like beautiful 
prerendered artwork: and multi- 
player capability. While RPGs 
have previously been strictly 
single-player, Diablo lets you 
explore its dungeons with up to 
three others. For those who 
loved old table-top RPGs where 
interaction with other players 
was key. Diablo looks like it 
could be the RPG that finally 
captures the true feel of those 
classic D&D adventures, CGW 
was able to see the first lew lev- 
els of Diablo, crammed with 
treasure chests and monsters, 
and even with all the complicat- 
ed elements and lush graphics, 
the action was still smooth and 
fluid. With eye-catching 


Diablo 

K hat before was a 
drought in PC RPGs 
will soon be quenched 
by a Blizzard ...or 
raltier, an RPG from Blizzard. 
Diablo is a role-playing game 
with a hefty action element. You 
are a lone hero who begins play 
in a dungeon, collecting items, 
finding spells and gaining expe- 



graphics, a clean 
and intuitive interface (complete 
with an on-screen information 
bar that gives immediate data 
on all items and monsters), and 
the welcome ability to roam 
dungeons with friends, Diablo 
looks like if could be the hit 
RPG to revive this weak 
genre.-f. Chin 






CAHE TRACK 




Into The Shadows 

I NTO The Shadows is one of fhe 
mosl impressive new 3D titles 
wending its way to market, and it 
tfoesrr'/requireaSD graphic 
accelerator. Boasting a true 3D 
engine with impressive iight-sourc- 
ing and high-res graphics, it's a 
remarkable advancement over previ- 
ous dungeon romps. The D&D-style 
adventure/action game is set in a 
convincingly detailed castle, laced 


with shadows and light, where the 
player battles ugly denizens with a 
variety of medieval weapons. 
Dynamic panning has been used to 
deepen the sense of immersion, to 
better etfect than that seen in Alone 


In The Dark. Although some of the 
gameplay involves searching for keys 
and special items, the main focus is 
action: large, motion-captured char- 
acters hack enemies in a variety of 
thrusts, swings and crushing death 
blows. Not only are the movements 
fluid and realistic, but special dou- 
bling techniques create the illusion 
that the polygonal characters are 
more detailed than they really are. 
The game's graphics engine has 
been in devel- 
opment for 
three years, and 
it looks superb. 
There’s only 
one problem: 
there isn’t a 
drop of blood 
anywhere. 
Perhaps it will 
be added later, 
but our under- 
standing is that Scavenger doesn't 
have the stomach for it. Despite this, 
the game looks incredible, it’s very 
fast, and it will reportedly support up 
to eight players on a net. Keep your 
eyes on this one. -/(. Brown 




B etrayal at Krondor fans who felt betrayed by 
Sierra’s decision to abandon the property can final- 
ly look forward to a sequel, 7th Level, designers of 
Monty Python’s Complete Waste of Time and 
Monty FYthon & the Holy Grail, is working on the next 
adventure in Raymond E. Feist's world of Midkemia. 

As you’d expect, the graphic quality of the 
sequel far surpasses that of 
Betrayal at 
Krondor, with 
rendered back- 
grounds and 
real-time 2D and 
3D animation. 

The designers are 
also working on 
what they describe 
as a “tactically-com- 
plex," third-person, turn-based combat system, although 
we haven’t been able to see its implementation yet. 

This playable scene depicting a pretty shopkeeper is 
an example of the game’s graphic detail. Her shop, the 
Golden Grimoire, offers rare mystical herbs, potions and 
books to aid players in their quest to recover the Tear of 
the Gods. Players will have to solve the mysteries of the 
Tear’s disappearance to finish the game, but-like many 
of Krondor’s inhabitanis-she conceals deeper motiva- 
tions. Feist is reportedly pleased with the character 
development in the game, and if that’s indeed the case, 
his tans probably will be. \oo.-K. Brown 


HANDS ON 




T hese are the products in development we’ve actually spent I titles in the Pipeline, and they are complete enough to actually tell 

some time with. They represent some of the most interesting i how they’re going to play. Most should be released soon. 


Shadows Over Riva 





hen Sir-Tech 
Software discov- 
ered Germany’s 
Attic Software, it 
was a perfect 
match because 


one of (he founding companies in (he com- 
puter role-playing genre was partnering 
with the computer publisher of one of 
Germany’s favorite role-playing games- 
Das Schwarzs Auge {The Black Eye). Sir- 
Tech has been regularly publishing the series of German role-playing games 
as the Realms of Arkania series in the U.S. Shadows Over Riva is the third 
installment in this series. Playing the German version of the demo, we’ve 
discovered that the game system is still intact while the graphics and sound 
effects have improved. This time, an Ultimate Bad Guy named Holberker 


seems to be inciting the Ore population 
toward violence. Some claim that Holberker 
is the product of a dark mage who crossed 
a half-elf and an ore. By exploring a two- 
and-a-half dimensional world (it usually acts 
like true 3D, but you occasionally get hung 
up on texture maps where the collision 

detection doesn't quite 
work correctly), the 
party must stop 
Holberker in order to 
stop the ore incur- 
sions. -J. Wilson 
Sir-Tech Software, 
(315) 393-1525; 

PC CD-ROM 


JULY 1996 


CC 



HANDS ON 


PIPELINE 



^Grand Prix II 

W e've been 
getting a 
steady feed 
of increas- 
ingly imposing Papyrus racing 
Sims since the release of the 
Geoff Crammond-designed 
World Circuit nearly four years 


ago, but race sim fans will soon 
be served an appetizing change 
of fare. Crammond and his team 
have been cooking up a 
Formula 1 racing brew in Grand 
Prix II. 

Reminiscent of its revered 
predecessor, but with a refined 
driving model and ridiculously 
good Al for more authentic fla- 
vor, GP II is a sure-fire winner. 
Not so difficult as to become 


frustrating for journeymen, and 
still driveable with a joystick, GP 
II nevertheless is a tougher 
experience than World Circuit, 
with an accent on driver consis- 
tency and wheelspin control. 

Tires break away and slide 
under heavy braking and sudden 
acceleration, cars drift through 


turns before suddenly grabbing, 
and opponents really seem to 
interact with you. This may 
include drivers who "crack" and 
spin off the track when you’ve 
been riding their rear wing, and 
backmarkers who politely let you 
by! The beta version isn’t rife 
with blow-apart machinery or 
smoke, but does feature speed- 
killing sand traps, curbs that'll 
momentarily elevate tires, and 


collisions that launch vehicles 
skyward. (Buyer beware: This 
effect often had me flipping 
above the track for half a minute 
or so, and needs to be toned way 
down before release.) 

A multitude of options range 
from ultra-advanced control 
device preferences to in-depth 
car setup elements such as 
spring stiffness and anti-roll bar 
tension, it’s a thorough and com- 
plete package, with an exquisite 
SVGA mode that’s hellaciously 
fast at low detail (a satisfactory 
VGA alternative), real drivers and 
teams, and many of the cher- 
ished World Circuit elements 
(monitoring from the other guy’s 
cockpit, instantly posted fast 
laps, one-joystick multi-player 
mode, flag-waving turnworkers) 
left intact. With some late-beta- 
tweaks. Grand Prix II should be 
one scorching hot product 
indeed. -Gordon Goble 

World Circuit Racing/ 
MicroProse, (800) 695-4263. 

PC CD-ROIVI 



larger, "real” world. You can 
choose to be good or evil, with 
different consequences for each. 
Your actions affect the commu- 
nity; therefore. 



^Meridian 59 

T his 3D adventure 
game by 
Archetype 
Interactive cur- 
rently has around 12,000 
avid players worldwide. You 
determine your character’s 
appearance, expressions, 
attributes, and magical skills. 
And, as you exercise your tal- 
ents, they improve and mature. 
Hunt for treasures, tight mon- 
sters, cast spells and join 
secret guilds, all while explor- 
ing the Great Halls, the country- 
side and the Underworld. 

The game has several small 
quests that help initiate the new 
player and prepare him for the 


every visit to this on-line envi- 
ronment promises to be a differ- 
ent experience. In the true sense 
of community. Guilds of player 
characters have emerged: some 
which protect new players, some 


which savagely pillage and 
plunder, andstill others which 
will safeguard your treasures. 

In constant development and 
growth. Meridian 59 currently 
consists of five cities separated 
by forests, plains, rivers, and 
mountains. The text-based 
interface is straightforward and 
easy to learn. However, you’ll 
need at least a 14.4 modem 
and a SLIP/PPP Internet con- 
nection. Archetype and 3DO 
plan to release the final version 
in July of 96. -V. Anderson 
Archetype Interactive, (510) 
849-4045. 

Windows 95/NT CD-ROM 
and Iniernet Connection 


9 Tribeca 

Summer 96 

Idlh Planet Bethesda 

9/96 

Age of Rifles SSI 

8/96 

Afde De Camp 2 HPS Simulations 

Sumrrier96 

American Civil Warinteractive Magic 

Summer 96 

Battleground: Slilloli Taionsott '' 

■ 7/96 

Betrayal In Antara Sierra 

9/96 

Blood 3D Realms/FormGen 

Summer 96 

Callahan's Crosstime Saloon Legend 10/96 

Close Combat Microsoft/Alomio ' 

7/96 

Daggerfait Bethesda 

Summer 96 

Dark Earth Mindscape 

' iO/96 

Diabio Blizzard 

Summer 96 

Dungeon Keeper EA/Bultfrog 

7/96 

Elk Moon Murder Activision 

7/96 

F2ZNdvaLogic'' . 

Winter 96 

Guardians of Destiny Virgin 

Summer 96 

Flying Nightmares 2000 Domark 

Summer 96 

Front Page Baseball Pro Sierra 

Summer 96 

History oMIie World Avalon Hill 

• Fall 96 

Incredible Shrinking Man Cyberdreams 1/97 

Interstate 76 Activision 

Winter 96 

Into The Shadows Scavenger 

9/96 

Jagged Alliance: Deadly Games Sir-Tech 8/96 

Jelfighter III Mission Studios 

Fall 96 

John Madden Football 97 EA Sports 6/96 

Last Blitzkrieg SSG 

Summer 96 

Leisure Suit Larry 7 Sierra 

Fall 96 

Magic of Xanth legend 

Fall 96 

Master of Orion 2: Mares MicroProse 

Summer 96 

Meridian 59 Arecbelype/3D0 

Summer 96 

MicroLeague Baseball 96 Mtcroleague 7/96 

Myst II Broderbund 

Fall 96 

Necradome SSt 

8/96 

Nemesis Sir-Tech 

9/96 

NFL Legends Accolade 

8/96 

Noir Cyberdreams 

9/96 

One Must Fait Epic 

Fall 96 

Over the Reich Avalon Hill 

8/96 

Pacific Tide Arsenal 

• Fall 96 

Pax Imperia 11 Blizzard 

Fall 96 

Pod UbiSoft 

Fall 96 

Red Afert Virgin 

10/96 

Return to Krondor 7th level 

Fall 96 

Reverence Cyberdreams 

Fall 96 

Rlskl Hasbro Interactive 

: Fall96 

Robert E. Lee Sierra 

7/96 

Scrabble Hasbro Interactive 

9/96 

Shadow Warrior 3D Realms/FormGer 

1 Fal)96 

Stiadaws Over fliva SKech 

8/96 

SlmGolf Maxis 

Summer 96 

Soul storm OddWorld/GTInteractive 

Spring 97 

Star Fleet Academy Interplay 

Fall 96 

star Geaetal SSI 

. 10/96 

Star Trek: Generations MicroProse 

9/96 

SuperKaroes MicroProse 

Summer 96 

Syndicate Wars EA 

9/96 

The Mindwarp Maxis 

8/96 

Third Reich Avalon Hill 

8/96 

Timelapse GTE Entertainnient 

8/96- 

Tomb Raiders Domark/Eidos 

Winter 96 

Trivial Pursuit Hasbro interactive 

7/96 

Ultima Online Origin 

Fall 96 

X-Coni 3; The Anocalypso MicroProse Fall 96 

Xenophage Apogee/FormGen 

Summer 96 




Waitlihe 
plugs it in! 


(800) 980.999;z»«^ 

•• Circle Reett^,Setvice 4191 


ictlab.com/inventions.htm 




Get Ready 
Te RUMBLE 

Id Signs A Death Warrant For 2D Gaming, 486s, 

And Everybody Who Enters Their 3D Nightmare 




D escribing Quake is iike talking about sex-it 
must be experienced to be fuily appreciated. 
Pictures pale in comparison, because Quake is 
about being there, not observing from a dis- 
tance. Action gamers around the world have 
done just that by downloading the Quake 
DeathMatch multiplayer test (Qtest). But 0/es/ 
is not Quake. The unfinished version of Quake 
we played was a vast improvement over Qtest. 
Many gamers expect QuAKE-an immersive and visceral first-person 
shooter using true 3D polygon-based modelling, fluidly rendered in 
real-time-to usher in a new era of gaming. When id agreed to show 
us the nearly completed game, I didn’t have to check my notes. CGW 
Technical Editor Dave Salvator and 1 jetted to Mesquite, Texas, and met 
with renowned talents John Carmack, John Romero, Michael Abrash, 
Sandy Peterson, and the rest of the id crew. Between being blown to 
bits by howling members of the Texan assassins in DeathMatch con- 
tests, we saw the technology and design that I am convinced is the 
vanguard of a terrifying new level of immersive interactivity. 


CG 



PLEASE DO NOT FEED THE MONSTERS 

The welcoming committee that ushered us into the much larger, 
more complex, and beautifully crafted levels was Quake’s ghoulish 
cast of characters. Despite some previous skepticism, the monsters' 

Al appeared strong enough to make solo-play palm-sweatin' fun. With 
creatures this brainy and brawny, put yourself on the endangered list. 

Upon encountering the fiendish hordes, we realized Quake lacked 
the auto-aiming feature found in Doom and Qtest. Although Quake pro- 
vided some up/down compensation, side-to-side corrections no longer 
existed. Lead programmer John Carmack explained that it was "a 
hotly debated topic. We settled on removing auto-aiming because 
doing so rewards skill, and the less-skilled players seem to get a bet- 


ter sense of accomplishment when they finally get the hang of 
it.” Game designer Sandy Petersen gave me good advice: 

"You need to aim." 

Another controversial change from 
id’s previous splatterfests is that 
Quake will not have a map fea- 
ture. No matter how much 


►SNEAK PREVIEW • QUAKE 



anyone begs or pleads, the design learn believes that an automap 
detracts from the suspense of facing horrors around every corner. 

The interface has also changed some from the Qtest version. It now 
includes an ammo count that provides more details than the one in 
Doom, and has expanded on Doom’s running commentary at the top 
of the screen. Besides telling you when you’ve stumbled on a secret 
or goodie, you’ll also find your death unceremoniously ridiculed with 
quips like "VLong tries to put the pin back in” or “Fragula rides 
Romero's rocket." 

In addition, menu options will let you perform several basic func- 
tions like start a new game, save or load a game, configure controls, 
etc. But if you liked the pull-down command line in Qtest, rest assured 
it will remain In Quake. Some of the commands have been changed or 
removed, though, so don’t expect your favorite keys or console com- 
mands to work the same In the release version. 

And for those of you who routinely escape annihilation by cheating, 
you’d better learn to fight, because you won’t have hotkey cheats like 
SuperJump to save your cowardly skin, American McGee, a level 
designer as well as id’s acknowledged DeathMalch king, remarked 
sternly, "People should not be using SuperJump. It’s out." 


MY, WHAT A LOVELY PLACE YOU HAVE HERE 

We noticed an abundance of rich new textures, such as stained 
glass, wood panels, and marble-like surfaces. If you didn’t like the fee- 
ble pixel shower explosions in Qtest, you’ll be happy to know there are 
now full-fledged fireball explosions with particles billowing outward, 
'^irtist Adrian Carmack showed me that the fireballs are actually six 
Y frames of bitmapped animation. It’s unfortunate that id had 
' to resort to 2D art for explosions and other graphics like 
torches, but programmer Michael Abrash explained that 
even modeling a candle flame in real-time 3D 
brings a Pentium to its knees. 

Regardless of how they’re generated, I still like 
the explosion graphics— it’s amazing how a lit- 



tle artwork feeds the pyrotechnical proclivities deep in everyone’s soul. 

Some weapons are undergoing facelifts as well as functional 
stroking. For example, the double-barrelled shotgun sports ribs, and 
has an improved shot pattern. The grenade launcher’s graphics are in 
transition, while the rocket launcher’s rate of fire and blast radius are 
being increased for maximum impact. 

One thing remained the same-there’s no story line, besides the 
eternal struggle between good (you) and the hordes of unrelenting 
evil. Jay Wilbur, id’s "biz guy,” elaborated, “It’s thinner than soap-film 
at this point.. .we’ll thicken it later. I look at it this way: A bad game 
with a great story is a bad game. A great game with a bad story is still 
a great game," 




LEVELS TO EXPLORE AND ESCAPE 

Story or not, what i remember most is the overwhelming 
sense of actually being there-wading through vaulted sub- 
terranean corridors flooded in waist-deep water, gawking 
at magnificent cathedral-like chambers opulently filled 
with stained glass, and running like hell away from the 
hordes of Satan's minions bent on having me for dinner. 
Game programmer Mike Abrash saw my hair standing on 
end as I survived Sandy Petersen’s perilous SMOTTE 
level, and dryly remarked, “There’s no doubt you feel 
that the levels are inhabited." 

There were three modes of difficulty (easy, 
irttermediate, and hard). The difficulty modes 
affect the number of monsters, and Hard 
mode alters the levels physically. John 
Carmack is working on adding an 
Ultra-Hard mode that will make the mon- 
sters faster and even stronger, 


►SNEAK PREVIEW • QUAKE 




ID WIZ-KID JOHN CARMACK 

UAKE isn't finished as of this writing, but that didn't stop 
John Carmack from talking about his hopes for the 
sequel. He explained, “The immediate plan is to move 
the current tools to the NT platform, and to develop new 
technolo^ and tools that will gradually be introduced In developing 
and refining Quake II. My goal is to make content creation easier for 
the rest of the id team.” 

The use of Direct Color rather than palettes will be one fundamen- 
tal change for the future. Direct Color gives programmers and artists 
more freedom with lighting effects and tricks (including clouds and 
colored lighting), all of which contribute to an immersive atmosphere. 

Carmack added that, “Quake will be id's last pure planar polygon- 
based engine. The future will utilize much more advanced geometries, 
and will allow the programmers to specify the curvature and even 
roughness of surfaces.” 

“Like Doom, Quake is very good at generating indoor environments, 
but doesn't do outdoor stuff as well as we'd like.” To that end, he is 
looking at fractalated landscapes for creating realistic outdoor vistas. 

Even with the new technologies, the characters themselves will 
continue to use polygons, because “other technologies, such as typi- 
cal software voxel rendering, are relatively poor at perspectives. They 
do not generate the convincing impression of near or far the same 
way polygons do.” He envisions twice as many polies will be used to 
generate future characters. "Current Quake models have 200 to 500 
polygons in each figure. These numbers will go up somewhat in 
Quake II. but by the time we get our next generation of technology, 
the average character should have over 1000 polygons.” 

The bottom line is that Carmack and his colleagues seem to have 
every intention of blowing your mind as well as your budget in the 
coming years. 


The levels clearly reflected the personalities of their designers. For 
example, Tim Willits, a Raiders of the Lost Ark fan, is known for Indiana 
Jones-type levels-walls that spew flying nails, spikes that impale from 
above, and devices that result in quick decapitation. In general, McGee 
designs the Metal levels, Tim Willits does the Medieval, Petersen does 
Fantasy (a subset of Medieval), and John Romero does the Military 
and some Medieval. 

In case you're wondering, the answer is: No, the Quake Editor will 
not be released. Even if it were, few aspiring level-builders have a 
NextStep box needed to run it. But Jay Wilbur encourages intrepid 
programmers to create their own Quake editors and custom levels. As 
with Wolf3D and Doom, id currently plans to release the specs. 





1 


LET'S MEET OUR CONTESTANTS 

As in Doom, you'll encounter legions of soldiers turned 
evil. The grimy Grunt totes a shotgun, but is dwarfed by the 
beefier Enforcer who wields a laser blaster. Rottweilers often 
accompany these bad boys. As in Wolfenstein 3D, I felt a little guilty 
putting these snarling canines to sleep despite their propensity to 
gnaw on my leg. These three foes exist only on the Military levels. 

The pink-fleshed Fiend is much more dangerous and pissed than 
its equally muscular Demon brethren from Doom. Its scythe-like talons 
and immense bounding leap help make short work of its victims. The 
bald-headed Ogre, brandishing a chainsaw and lobbing grenades, may 
not move as quickly but also deserves careful treatment. 



ZZAPP! Beware the Shamfaler's.beily-aching: it often spells a lightning 

bolt is about to punch through' yophc^^^ • • 



FOR YOUR EYES ONLY Salivate all you want, but id will not release its 
Quake Editor; Besides, you probably don't have a NextStep box to run it 
on, anyway Watch the 'Net for plenty of'home-grown hacks. 


cc 


JULY 1996 



The Shambler lumbers along like the Abominable 
Snowman, and smashes its victims with gargantuan claws. 

Beyond spitting distance, it hurls lightening from its belly. Avoid it or 
prod some Fiends into attacking it for you. On the other hand, 

Zombies can only be permanently laid to rest with grenades, rockets, 
or the axe. Despite its rigor-mortis clumsiness, the Zombie excels at 
flinging pieces of decaying flesh and can make your life miserable, 

Given the chance, the metal-clad Knight and Death Knight will slash 
you to shish-kabob. The burlier Death Knight can hurl "magic mis- 
siles" that look like a flurry of spikes with green tracers. The pale levi- 
tating Scrag has the same magic attack. 

Don’t think that jumping into water offers any measure of safety, 
either. Spending too much lime fully submerged means drowning. 
"Bad" water will rob you of health. Some pools harbor swarms of 
voracious Rotfish that do more than nibble. 

As always, the id guys kept a few morsels from plain sight. 

Persistent poking around yielded information that they're still working 
on the Spawn, which bounces around and body slams you into sub- 
mission. its big brother, endearingly named Vomitus, drags along and 
spits hurtful chunks at you. The Shalrath and Shub-niggurath are the 
shareware and registered bosses, respectively; at the time, both were 
still in the embryonic stages of development. 

The Flying Dragon that majestically graced the screenshots id 
released last year won’t be included... at least, not in Quake I. Look lor 
it in Quake II. 

BIGGER TOYS FOR BADDER BOYS 

Feeding gamers’ ravenous appetites for playthings that go bang. 
Quake offers an arsenal of goodies. DooM-fans will feel right at home 
with the shotgun and double-barrelled shotgun. These boomsticks 
work best for sweeping Rotfish, Rottweilers, and Grunts out of your 
path. 

As in Doom, acquiring a rocket launcher is a treat. This time, 
though, rockets leave a blazing exhaust trail before vaporizing beasties 
into showers of giblets. The dynamic lighting effects, which John 
Carmack coded in an hour as a bet, make rockets a joy to fire down 
darkened corridors. Forget about using them on the Spawn. Trust me. 

Among the weapons unique to Quake is the grenade launcher, 
which uses the same ammo as the rocket launcher. You toss the ord- 
nance on a relatively short parabolic trajectory, and it bounces around 
before it finally says hello. My favorites are the nail gun and super nail 
gun. Nothing compares to hosing down a Scrag or DeathMatch adver- 
sary under a torrent of carpenter’s tacks. You’ll find the ammo strewn 
about in boxes marked with the Nine Inch Nails logo. (Speaking of 
which, NIN’s Trent Reznor is doing all of Quake’s sound effects. As for 
music, there will be none, just ambient noise.) 

The BFG of Quake weapons is the lightning gun. Amped by battery 
power, this one sends a searing white streak as far as you can see 
until it strikes a solid object. Monsters and DeathMatch opponents are 
not considered solid objects, no matter how many gel toasted along 
the way. 

Despite the premature coverage you may have seen elsewhere. 




KING-SIZED BUGUGHTThe lightning gun could be conadered the 
BFG of Quake. Its bolt bums through everything unW it hits a solid 
object, but It won’t last long without . a recharge. 


there is no hammer in Quake, period. Get over it. Instead, you get 
an axe when you run out of ammo, DeathMatch opponents will see 
your character sling an empty gun over your shoulder and whip out 
the axe for a melee. Don’t sneer at this primitive implement, I sur- 
prised and nearly fragged an id guy or two with the axe during our 
Impromptu six-way DeathMatch. Both John Carmack and McGee 
tell me that players who accumulate Super Health or Quad Damage 
Amplifier or both will be powerful enough to lop heads with the 
axe. Satisfied? 

QUANTUM LEAP FOR MULTIPLAYER GAMING 

Toys Ihis destructive are immensely more fun when mirthfully inflict- 
ed on like-minded buddies. Whether you’re in DeathMatch or Team 
DeathMatch, it’s strangely satisfying to watch your playmate's 3D-ren- 
dered head flip down the hail after being decapitated with high-caliber 


JULY 1996 


cc 



^NEAK PREVIEW • QUAKE 


^projectiles, and i! feels even better if you pulled the trigger. Anguished 
screams add tremendously to the experience, and offer reassurance 
that you've made your point, both in combat and coop mode, 

Qtest’s dynamic entry feature for network games (players can join 
network frag-fesls whenever they wish without forcing everyone to 
restart the session) was nice, but Quake will vastly enlarge its reach by 
adding the ability to simultaneously connect players via serial, IPX, 
and TCP/IP. So you’ll be able to dial into a network game where other 
players are connected over the LAN and the Internet. John Cash, id’s 
“networking guy,” is working feverishly to include these features in the 
first release, and plans to allow multiple modems and a “spectator" 
mode later. 

Quake will support the Beame & Whiteside TCP/IP slack, and possi- 
bly a tew others. Id plans to do a Win95 port about a month after the 
DOS version ships, and this should resolve TCP/IP issues for many 
players. 

Online gaming services like Mpath, DWANGO, TEN, and Catapult 
are under consideration, but “nothing is set in concrete." However, it 
appears Quake will offer enough to keep many gamers happy until 
something firmer develops. 


QuotellitstlKlIiirdStnrF 


I nnovative game engines like Quake’s can dazzle, even without 
dedicated 3D hardware. But to bring the next generation engines 
to fruition, that's going to take new metal, id's John Carmack 
predicts the next leap to occur “in about 1 to 2 years from now. 
The technology will rely heavily on hardv.fare-accelerated rasterization, 
because by then, all systems will have it." 

Rendition’s Verite chip is id's current point of reference. They’re 
also considering the S3 ViRGE chip because of its projected large 
market share, though according to Carmack, its performance isn't up 
to id's standards. The 3dfx chip is also a strong contender for id 
because of its "ass-kicking performance," but because it's a 3D-only 
solution, they're concerned it may only garner a limited market share. 

But id isn't waiting around to take advantage of emerging 3D hard- 
ware, Already, they've got the Quake engine running on Rendition's 
chip, taking advantage of Verite's bilinear interpolation, perspective 
correction, MIP mapping. Z-buffering, and Gouraud shading. Quake 
delivers smooth frame rates at its native 320 x 200 frame size with no 
special graphics hardware. But using the Rendition chip, the result is 
a smooth 30 fps at larger frame sizes along with cleaner individual 
frame quality as well. 

Id is releasing a driver spec to 3D hardware vendors who want to 
accelerate Quake in DOS. But Quake wilt more likely get to 3D hard- 
ware via Microsoft’s Direct3D API when id ships a Windows 95 port, 
shortly after the DOS version heads out the door 
When Quake hits the streets, your Pentium rig will move things 
along just fine. But the coming 3D hardware will make your big pic- 
ture bigger, and add panache to the overall effect. Currently, only 
Rendition accelerates the DOS version of Quake but other players will 
most likely jump into the game. We’ve seen the Rendition-accelerated 
version, and the difference is pretty palpable. As other hardware- 
accelerated versions appear, we'll have at 'em and let you know if we 
like what \,ve see.— Dave Salvator & V. Long 



DO THE MATH! 

According to John Carmack, a realistic minimum system for com- 
fortably running Quake at default settings would be a Pentium 60 with 
8 MB of RAM. He added that almost any video card is adequate, since 
Quake can use as little as 256 KB of graphics memory. “While you can 
play Quake on a 486 (just as some people play Doom on 386s), it 
won't be very fun" and may require decreasing the screen size and 
turning off the sound. Quake is very math-intensive, and it squeezes 
every last drop out of the Pentium's floating point unit, 

"WHEN IT'S READY" 

As you're reading this, it's likely 
that Quake version 0.9 is done and 
downloadable from numerous 
worldwide Internet sites. After a few 
weeks, id will mint version 1.0 to 
CD, which will then be sold via 
retailers. The CD shareware version 
(7 levels) will include the encrypted 
registered version-so unlocking the 
extra levels and goodies will only be 
a phone call and credit card authorization away. Evil's temptations 
keep getting greater. 

y. Long is the Technical Editor lor Computer Life Magazine. He is an 
expert in explosives and home-grown projectile weapons, and enjoys 
pummeling CGW staffers in Quake DealhMatches. % 



For tips and techniques on set- 
ting up multiplayer Quake, visit 
the CGW Web site at 
www.zdnet.com/gaming 


ce 


JULY 1996 




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3D Graphics: Realism ami 
Reality on the Haniware Frontier 


by Loyd Case and Dave Salyator 


T here's a possibly apocryphal story about a 
game developer who was showing his mother 
his latest flight simulation creation. This was a 
few years ago, when a fast 386 was a perfor- 
mance hot-rod. Back then, a sim like Falcon 
3.0 used about 20 triangles to approximate the 
shape of an entire jet fighter Try as she might, 
the developer’s mother couldn't see the game-all she saw were ran- 
dom geometric shapes changing willy-nilly on the computer screen. 

Face if: computer game graphics is all about optical illusions where 
game developers try to convincingly simulate reality on a flat PC moni- 
tor. That game designers can take us into a virtual world and make us 
forget our real one for even brief periods is testament to their creative 
abilities. One key element of creating the illusion is 30 graphics. For 
decades, 30 graphics has been something of a holy grail in the com- 
puter industry. Even a scant few years ago, dedicated 30 hardware cost 
tens of thousands of dollars. Soon, the cost of hardware to generate 
killer 30 will be in the hundreds of doliars-and the low hundreds, at 
that. On top of that, 30 graphics comes with a whole new set of jargon 


to learn (as if computers didn't have enough arcane terminology now). 
But what exactly is 30 graphics, and what will it bring to the party for 
gamers? We’ll cut through the hype and aplly some English to the tech- 
nospeak that describes the new features 3D hardware vendors are 
implementing. We’ll also take a look at a few new pieces of hardware, all 
of them promising in one respect or another. Since most of the boards 
we saw at press time weren’t yet ready for release, we can't really pass 
final judgment, but we can give you some idea of what to expect. 

"BUT IT LOOKS 3D TO ME" 

Let’s look at what 3D isn't for a moment. When gamers think of 3D 
games, they often think of Doom. Guess what; Doom ain’t 3D. Doom 
does a very good job of faking the gamer into thinking they’re in a 3D 
environment, but they really aren’t. The monsters are flat 
graphics-bitmaps. When you move to one side of a monster, the Doom 
engine simply replaces one flat picture with another. Each creature in 
Doom has eight views, and there’s no true up and down. A game like 
Command and Conquer isn’t 3D. either. All the little buildings in 
Command and Conquer look 3D. but they are really pre-rendered-in 




iULY 1996 


CC 



►GAMING IN THE NEXT DIMENSION 


other words, they’re just fiat pictures. Now you may be asking yourseif, 
"Tities iike Quake and Duke Nukem 3D took great with my 20 graphics 
board, so why do 1 need one of these 3D deals?" Weil, 3D boards do 
bring new features to the table that help improve overall image 
quality-including frame rate-but more to the point, a 3D board lets 
an application off-load rendering work from the CPU, leaving more 
cycles free lor gameplay, Al, and so on. 

In a true 3D environment, viewing an object from any angle is pos- 
sible since the game engine creates and manipulates 3D objects on 
the fly, and really works in three dimensions: x, y and z. There are also 
real calculations of depth occurring in a 3D environment. Animation 
should occur in real-time and be capable of realistic motion. 

Unfortunately, generating 3D graphics in a real-time game environ- 
ment is a huge computational problem. Consider a real-life scene: you 
are standing beside a car, near a house. Because the car is in front of 
the house, you can’t see all of the house. Some of it is obscured by 
the car. Now imagine moving to the right a bit. You can now see part 
of the house-but another part of the house you could see a moment 
ago is now obscured. Moving like this is no problem. Calculating and 
rendering a scene like this, including which parts of the scene can't be 



SDAPIsflndtlitlffrBrfa^ 


I f you've ever installed a DOS game that supports a large num- 
ber of sound cards, you can probably appreciate the problem of 
supporting a gazillion different pieces of hardware— especially if 
your hardware isn't on the list. 

The same snafu could hold true for the new generation of 3D 
graphics cards. Already we’re seeing vendor-specific implementations 
of games arrive in bundles. The ATI version of Meoiwarrior 2, for 
example, won’t run on a ^tem with another vendor’s card— even 
when DirectSD or DirectDraw drivers are properly installed. There is 
another way; a standard 3D Application Programming Interface (API), 
an interface between a piece of software (i.e., a game) and a particu- 
lar capability (in this case, 3D graphics.) 

Last year Microsoft bought RenderMorphics, a UK developer of 3D 
libraries whose API, Reality Lab, and has since been re-christened 
DirectSD. As of this writing, DirectSD is still in late beta, but is near 
"code freeze.” Game companies will likely be shipping a few DirectSD 
games by Christmas, but probably not that many. DirectSD is a real- 
time. 3D geometry and rendering engine that is specifically designed 
for fast 3D games in Windows 95. DirectSD will also handle driver 
Installation chores automatically. 


viewed and all the depth information, takes serious processing horse- 
power, especially if you want it at 30 frames a second, moving in any 
possible direction. Now, let’s make the problem even more complex: 
you can now see part ot the house through the windows of the car, but 
the windows also reflect part of the car's interior. Oh, yeah, and it’s a 
foggy day, too. 

There’s been some debate as to the image quality versus frame rate 
issue. Some 3D hardware may have features that result in gorgeous 
images, but as you turn on some of these cool innovations, the frame 
rate goes from silky smooth to slide show. Because action and flight 
titles are all about 3D animation, not 30 illustration, frame rate is real- 
ly part of the overa// “image" quality. Running say, US Navy Fighters at 
1024x768-even on a very fast Pentium-will probably be painfully 
slow, especially with all the graphics goodies turned on. At times, it’s 
almost like warping to a different location as the frame rate goes 
south. Even at a more sedate 640x480, most systems will have prob- 
lems with a game like USNF or Flight Unlimited. The goal is bigger 
frame sizes (at least 640x480 native), better frame rates (304- fps), 
and greater scene complexity (more polygons). Game developers 
need to strike a balance between individual frame image quality at 
acceptable frame rates to achieve the desired overall effect. It’s too 
early to declare a ’’winner,’’ but stay tuned, we will take a head-to-head 
look at real 3D hardware later this year. 

SHOVELING THROUGH THE HYPE 

Let’s get back to market(ing) reality for a moment. To say that the 
computer industry tends to over-hype new technologies is like saying 
it rains in the Amazon jungle. Does this sound vaguely familiar? “3D 
graphics boards will give you incredible graphics realism, unparalleled 
performance, amazing gameplay— and it will butter your toast for 
you!" The truth is most of the new 3D accelerators on the market 


cc 


JULY 1996 



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IN THE NEXT DIMENSION 


address a very limited part ol the entire 3D graphics process. The 
complete set of 3D graphics computations is usually referred to as the 
3D gfaphics pipeline. The 3D graphics pipeline begins with the basic 
geometry of the scene, then takes into account changes to the 
scene-transforms (remember, things are in motion), lighting effects, 
what’s seen and not seen and then the actual rendering of the scene 
into pixels drawn on the computer monitor. 

Most of these new chips really only handle that last piece: render- 
ing the scene to the computer screen. A few of them handle some- 
thing called primitive setup, in which the pieces ol the scene are bro- 
ken down into basic geometric parts prior to the rendering. Everything 
else, including highly CPU intensive transformations (which calculate 
all the changes in objects as motion occurs), is handled by the CPU 
itself. With that in mind, let’s take a look at various rendering features, 
and what they really mean. 

PASS THE LEXICON 

We could write a small encyclopedia just defining all the possible 
terms used for 3D graphics, but we will only define features that are 
probably Ihe most important, plus a few that aren't— but are heavily 
hyped, so you’ll be forewarned. 

Remember that the ultimate goal is to | 
create the illusion of 3D reality within ! 
the confines of a 2D computer screen. ' 

Texture Mapping. Texture map- 1 
ping is what gives modern 3D graphics' 
their realistic appearance. A texture I 

map is simply a bitmap or a picture ! 
that’s laid over a polygon to make it ! 
look more realistic. For instance, a ! 

small picture of a few bricks may be ! 
tiled over a huge, rectangular polygon I 
to make it look like a brick wall. ! 

Individual pixels of a texture map will 1 
often be called texets. \ 

’Importance: High i 

Perspective Corrected i 


Texture Mapping. Sinceatex- 
ture map is simply a picture that’s 
overlaid on a polygon, if the poly- 
gon shifts because of a change in 
the viewing angle, Ihe texture needs 
to shift properly as well-otherwise, 
it looks very odd. 

’Importance: High 
Antialiasing. If you drawa 
straight line on a computer screen 
at an angle other than horizontal or 
vertical, you’ll often see a stair-step 
effect, often called “jaggies." 
Antialiasing blends the colors 
around the line with the color of the 
line itself to fool the eye into thinking that the stair-steps are gone. 
Antialiasing can also be applied to textures to make them look 
smoother. 

’Importance: Moderate 

Bilinear Filtering. In most of today’s games, one texel, (i.e., one 
pixel from the texture map), is applied to one pixel of Ihe underlying 
polygon. This is called point sampling, and results in textures appear- 
ing to "crawl." For each texel, bilinear filtering averages four surround- 
ing texels from the texture map and applies them to the polygon, cre- 
ating a smoother or more realistic appearance to the surface. This fea- 
ture doesn’t come cheap since it effectively quadruples the amount of 
work the processor has to do. 

’Importance: High 

MIP Mapping. You may have noticed in some games that when 
you get really close to an object, the texels suddenly get blocky and 
unreal. MIP mapping is really a simple concept. For each object, sev- 
eral textures are stored-for example, three textures may exist for our 
brick wall sample-a near texture, a middle texture and a far texture. 

As you move closer to the wall in the virtual environment, the textures 
are swapped to maintain the realistic appearance. If you combine bilin- 




JULY 1996 




►GAMING IN THE NEXT DIMENSION ! 


JULY 1996 


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ear filtering with MIP mapping, you get bilinear MIP mapping. 
One of the most dramatic increases in image quality occurs when you 
perform bilinear filtering to the two closest MIP maps, then average 
out the result. This is often called IrilinearfiHering. but is more accu- 
rately known as trilinear MIP mapping. Like bilinear filtering, Irilinear 
MIP mapping adds a lot of processing overhead to the 3D pipeline, 
and can really drive frame rates south, 

*MIP Mapping Importance: High 
*Trilinear Filtering Importance: Moderate 
Fog , This is just what it sounds like, but simulating fog or smoke 
effects also requires a lot of compulation, 

‘Importance; High 

Alpha Blend, Remember our example of looking through a car 
window? Simulating transparency or partial transparency can be tricky 
and expensive in terms of compulation. Alpha blending is one tech- 
nique to handle transparency effects, 

‘Importance: Low 

Lighting Effects, Remember those cool flashing lights in Doom? 
Guess what: those weren’t really lights; they were really clever graph- 
ics tricks. In true 3D, lighting is realistically calculated, and if you have 
a bunch of lights, all throwing shadows, it can really eat up CPU or 
processor cycles, 

‘Importance: Moderate 

Sub-Pixel Accuracy, Remember our definition of filtering and 
MIP mapping? The result of those operations need to be applied 
accurately to the underlying flat surface; that’s what sub-pixel accura- 
cy is for. It also smoothes a 3D object's motion, helping to reduce the 
“ratcheting” effect, 

‘Importance; Low 

Gouraud Shading. This technique is named for its inventor, and 
when you have two flat polygons connected together, the actual con- 
necting vertex can make the object look unrealistic. Gouraud shading 
simply blends in the colors of the two polygons to make the joined 
vertex look seamless and natural. Flat shading is the other predomi- 
nant type of shading, where a single color is used to fill a single poly- 
gon. Its main advantage is that it’s less processor-intensive, but flat- 
shading gives a less convincing effect, 

‘Importance: High 

Z-8uffering, One of the trickiest tasks in real-time 3D calculations 
is figuring out which parts of the scene are obscured, known as hid- 
den surface removal. Z-buffering is one computational method for cal- 
culating which objects lie in front and only rendering the visible ones. 
It’s downside is that it’s memory and CPU intensive. 

‘Importance: Moderate 

Technospeak aside, all of these features sound really great, and the 
resulting scenes are pretty impressive. But different 3D chips acceler- 
ate these features with varying degrees of completeness. Some chips 
only handle part of the rendering, leaving the CPU to do the rest. The 
unfortunate result is that your frame rate may still slow down when 
you turn on a cool rendering feature. Here again, the jury is still out. 

Let’s move on to some of the new 3D accelerator technologies and 
also lake a look at some early boards that use them. 


WHEN THE CHIPS ARE DOWN 

There are three main philosophies behind development of 3D 
graphics hardware today; 3D-only, graphics plus 3D and the Swiss 
army knife approach (which handles several different multimedia 
chores, not just graphics). 3D-only vendors include 3Dfx, Yamaha and 
NEC, while Rendition, S3, Matrox and ATI are delivering full-featured 
graphics solutions in a single chip. The multimedia chip sets include 
nVidia, Chromatic and Brooktree. Let’s look at each of them individual- 
ly, and also take a brief look at resulting 3D graphics boards for PCs, 

3D-ONLY SOLUTIONS 

3D-only solutions will likely appear as add-on boards, typically 
requiring a dedicated PCI slot. These boards are going for all-out per- 
formance, so the focus is killer 3D performance, and leaving 2D 
graphics to the existing board. These vendors figure that most gamers 
already have a fast graphics board of some kind. But available PCI 
slots are becoming more scarce, so that’s a concern-no free slot, no 
add-on. • 

VOODOO BY 3DFX 

The Voodoo graphics chipset by 3Dfx may be the highest perform- 
ing 3D graphics solution available. The real issue with Voodoo will be 
its cost. It’s a multiple chip solution with two chips, and it also needs 
a dedicated memory area for storing textures. Now the good part: 
Voodoo supports a big heap o' 3D features, and should be capable of 
very fast 3D rendering. If demos mean anything, overall image quality 
should also be superb-perhaps the best of any of the products men- 
tioned here. 

Orchid has announced it will be shipping a board this summer, 
dubbed the Righteous 3D. that will have 2 MB of frame buffer memory 
and 1 MB of dedicated texture memory. Pricing wasn't available at 
press time, but will likely be around $300. 

Also, NEC recently announced that its new high-end PowerPlayer 
system will be using the 3DFX chipset for 3D graphics. 



ATI Xpresslon 3D 


ce 


JULY 1996 



►GAMING IN THE NEXT DIMENSION \ 


YAMAHA RPA2 AND RPA3 

The RPA2 chip from Yamaha was incorporated in a recent 3D 
graphics PCI add-on board from Paradise Graphics, the Tasmania. But 
Tasmania received relatively little support from game developers. The 
newer RPA3 has a good feature set, but won't be shipping until later in 
the summer. No pricing information was available at press time. 

NEC/VIDEOLOGIC POWERVR 

The PowerVR is a recently announced chipset, co-developed by 
NEC and Videologic. PowerVR's unique feature is a proprietary hidden 
surface removal method that doesn’t require dedicated Z-buffer mem- 
ory. Though a potential RAM saver, it’s an unconventional method for 
handling hidden surface removal, but NEC will write support into their 
driver so game develpers can make regular Z-buffer calls to use it, 
Compaq recently announced that its Presario systems will incorporate 
the PowerVR chip later this year. Also, VideoLogic will be offering an 
add in board for about $175. 

FULL-FEATURED GRAPHICS SOLUTIONS 

Full-featured graphics chips incorporate 3D, 2D acceleration {for 
fast Windows performance) and onboard VGA and SVGA for DOS 
games. Because of the nature of combining multiple elements, com- 
promises are inevitable, but there’s already good potential for replac- 
ing your current graphics boards with one of these solutions. 

RENDITION VERITE 

Rendition is a new company focused on delivering a complete 
graphics solution for fast game play. We had the opportunity to see 
gameplay with the VeritE, and what we saw looked good. Rendition 
was showing IndyCar 2, and the Quake graphios engine, both tuned for 
the Verite. IndyCar 2 played very well on a Pentium 100 with all ren- 
dering features enabled. Walls looked very good close up thanks to 
texture filtering and MIP mapping, and the cars looked great as well. 

Mechwarrior 2 for Windows 95, which uses Microsoft's DirectDraw 
API, ran very smoothly on the Pentium 100-easily comparable to a 
Pentium 133 running one of the quickest Windows 2D accelerators 
available. We also checked out DOS game performance, still a critical 
item for today's gamers. Interestingly, VGA performance seemed only 
average, while SVGA performance seemed well above average for a 
Pentium 100. Though the VGA core is a true hardware VGA, it’s not a 
very fast one. The SVGA implementation, though, is directly tied to the 
RISC processor engine used on the Verite. Since most games ship- 
ping today are SVGA, they should run very well on the Verity, 

Rendition has done its homework in the feature set as well, and 
image quality is likely to be very good, approaching that of 3 Dfx at a 
lower cost. Also, the Verite performs some geometry setup, so less 
data needs to be transferred across the PCI bus, reducing a potential 
bottleneck. 

The first product to ship with the Verite will be Creative Labs PCI 
version of the 3D Blaster. Unlike its VLB sibling, the PCI 3D Blaster 
will replace the current graphics card in your PC, not merely supple- 
ment it. At press time, pricing hasn't been set, but it will probably be 



Diamond’s Stealth 3D 2000 


well under $300 for a 2 MB card. 

3D LABS PERMEDIA 

3D Labs has been in the 3D graphics business for several years, 
shipping high-end 30 chips for use in dedicated CAD and 3D model- 
ing systems. Last winter. Creative Labs shipped the VLB-only 3D 
Blaster, which used a scaled-down version of 3D Labs GLiNT chip. 
The PERMEDIA, however, is a complete reworking of 3D Labs technolo- 
gy, and incorporates a 32-bil VGA core and a fast Windows accelera- 
tor, Creative Labs has announced that it is licensing the Permedia, but 
hasn’t mentioned any products yet. Acer will be shipping graphics 
cards later this summer based on Permedia. 3D Labs may have a very 
interesting chip, but its overall performance for gaming is still an 
unknown. 



S3 VIRGE j 

S3 has taken an existing chip, the Trio 64V+, and added 3D capa- l 

bility to it. The resulting chip is the Virge, and it is even pin compatible ; 

with the Trio 64V -f. One benefit of this approach is that graphics card j 

vendors can use existing card designs and thus quickly bring a 3D- j 

capable card to market; also, Windows performance is quite good and ; 
VGA performance seems on a par with other S3-based cards: good, ; 
but not great. However, the result is something of a compromise, and ; 
performance is somewhat open to question. We looked at a beta ver- ] 

Sion of the Diamond Stealth 3D 2000, which comes with 2 MB of | 

ORAM. Descent 2 looked very nice, especially the wall textures, but I 

the frame rate on a Pentium 133 slowed down a bit when there was a | 

lot of action. Ot course, this was a beta card, so we’ll reserve judg- 
ment until we can see the shipping product, j 

Other companies using the Virge include Hercules, with their | 
Terminator 64 3D, Number Nine’s Motion 332fx and STB's 1 

Powergraph 64 3D. The Hercules card will have single-cycle EDO ,1 
RAM, giving it just a bit more juice in the memory department. All of .1 
these cards should hit close to $200 for a 2 MB version. { 


CO 




JULY 1996 


►GAMING IN THE NEXT DIMENSION 





S3 will also be doing a VRAM version of the part called the Virge 
FX. One caution about the Virge: early versions of the Virge support 
only 2 MB of DRAM, so if you have the urge to add more memory 
later, check the product carefully. By the time you read this, though, 
cards supporting up to 4 MB should be available, 

ATI 3D RAGE 

Like S3, ATI took an existing design, the Mach 64 used in its 
Graphics Xpression and Graphics Pro Turbo products, and grafted 3D 
capability onto it. We had the chance to play on a beta version of the 
30 Xpression card, a 2 MB DRAM card. ATI supplied us with an 
enhanced version of Mechwarrior 2, Although the resolution was 
slightly lower (512x384 Instead of 640x480), it looked very nice. Sky 
and ground textures had been added, and the polygon count of all the 
objects had been significantly increased. Better quality textures were 
also laid on all the objects, making this version of Mechwarrior 2 look 
as good as anything else oul there. The sky textures were even ani- 
mated. giving the impression of clouds scudding across the sky. All 
these new textures came at a cost, of course; the default Installation 
went from 48 MB to 72 MB. 

As for performance, we did notice some mild frame rate hits in the 
heat of battle, but nothing severe. The same couldn't be said for the 
version of Assault Rigs they supplied us-at the highest resolution, the 
frame rate on Assault Rigs became pretty pokey. Windows perfor- 
mance was excellent, but VGA performance was only average. The 
Xpression 3D will be priced at around the $200 mark. 


MATROX MYSTIQUE 

Matrox has actually been in the 3D game for some time now. Their 
latest 3D card, the Millenium, has also gained the reputation of being 
a very fast VGA and Windows card. However, the 3D feature set really 
wasn’t tuned for games, and the Millenium received almost no sup- 
port from game developers. 


Matrox has taken a different approach with the Mystique, with more 
emphasis placed on 3D performance. Though based on the same 
basic engine as the Millenium, Mystique uses a different memory con- 
troller and PCI interface chip, Matrox has added support for perspec- 
tive-corrected texture mapping, Z-buffering, and MIP mapping. 
However, the Mystique doesn't support bilinear filtering or 
blending-fog or smoke effects are handled through four levels of 
screen door transparency (if you’ve seen the smoke effects in Chuck 
Yeager’s Air Combat, you know what screen door transparency is), 
Matrox’s philosophy is that nothing should compromise frame rate, so 
they chose to forego features that could bog down frame rate. 

Because its raw Windows and VGA performance should be pretty 
high, this card bears a close look, but the feature set means that the 
image quality might not match those of the other solutions. Still, it the 
3D performance is comparable to its SVGA and Windows abilities, this 
could be an interesting card. Current estimated street price is about 
$229. 



CIRRUS L0GIC/3D0 

Recently, Cirrus Logic has announced it will incorporate 3DO’s M2 
3D technology into its line of graphics accelerators. While Cirrus 
Logic’s graphics chips have been at the low end of the 2D spectrum, 
the addition of 3D0’s M2 technology could result in stellar 3D perfor- 
mance. However, not much else is known at this time. 

MULTIMEDIA ACCELERATORS 

Several companies have taken the approach that 3D is just another 
facet of multimedia technology They’ve taken 3D and 2D graphics, 
digital sound, joystick inputs and MIDI music capability and integrated 
them into a single chip or a couple of chips. 

CHROMATIC RESEARCH MPACT 

Another startup company. Chromatic Research, is working on a 
chip that will do everything just short of the dishes. MPact will handle 





JULY 1996 



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2D graphics, 3D graphics, digital video, wavetable synthesis, general 
wave audio, and fax/modem, and will be able to process several media 
types simultaneously. Though an ambitious undertaking, design com- 
promises are inevitable. Its current 3D feature set includes only Z- 
buffering and MIP mapping. We only saw a very early beta demo of 
the chip where Direct3D was still shaky, so we don’t have any real low- 
down on this chip yet. And while its versatility is certainly impressive, 
its thin 3D feature set does leave us somewhat skeptical. 

NVIDIA NVl 

The NVl first appeared in the Diamond Edge 3D, and has since 
surfaced on the Jazz 3D Magic. The Edge 3D was probably a product 
that was "slightly ahead of its time," and suffered from some teething 
problems. Windows 2D performance was mediocre, and DOS VGA 
performance was pitiful. Virtua Fighter looked awfully good, and the 
use of the Sega oontroi pads was pretty neat, but no other titles have 
appeared other than the four that shipped with the Edge. 

According to nVidia, that's about to change. The Windows drivers 
have been beefed up, and the VGA performance has been tweaked as 
well. More importantly, a number of new titles are about to appear, 
including a hot rod version of Mechwarrior 2. The MIDI music sam- 
ples have been greatly improved as well. Also, nVidia has taken the 
criticisms to heart, and is busy working on their next-generation NV3 
chip, though details are still sketchy. We weren't able to test most of 
these claims at press time, but we’ll definitely take a closer took at the 
newer NV1-based cards as they arrive. 

THE IMPENDING SHAKE-DOWN 

With any new technology, there will be winners and losers in the 
marketplace. In the short term, some of the pain will be alleviated by 
the use of standard 3D APIs (see sidebar), but nonetheless, it’s likely 



that of the 30-plus players in the 3D graphics game, many will be 
gone within a few years. 

CGW has taken a very close look at most of the major players, and 
what we’ve seen looks very encouraging. There are still questions to 
be answered: How will DOS games play? Will Direct3D take hold, or 
will developers be forced to support multiple pieces of hardware, and 
will hardware vendors in turn have to bundle custom-coded games to 
make their boards palatable? Will even 3D performance meet expecta- 
tions? In the next few months, you can be sure we'll be going over real 
shipping product with our virtual fine-tooth combs and let you know if 
it’s really worth it. We can say, however, that the die is cast, the game's 
afoot and soon we'll be wallowing in 3D hardware. We can’t ml% 



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Product 

Creative 

PCI 30 Blaster 

Diamond 

Stealth 3D 2000 

Hercules 
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ffn 

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Matrox 

Mystique 

Diamoitd 

Edge 

Orchid 

Righteous 3D 

loK 

Rendition Verite' 

. S3 S3 (W ■ 

ATI 3D Rage 

"MGA' 

NVl 

3Dtx 

MIP Mapping 

Nfes 

Yes 

Vfes 

^S . 

\%S2 

%% 

Yes 

Biflnear 

Yes 


vts 

Yes 

No 

Yes 

Yes 

Itillnear Entering 

'fes 

Vfes 

Yes 

Vfes 

No 

No 

No 

|Alph»Bleng 

'ihs 

Vfes 

Yes 

Yes 

' No _ 

Yes 

Yes 

Fog 

'fes 

Vbs 

Yes 

%s 

'ifesS 

'^6s 

'tbs 

^Pixel Accwacy 

Yes 

No 

No 

Yes 

No 

No 

Yes 

H/W Ughtingi 

Yes 

No 

No 


V^S. 

No . 

No 

Gouraud Shying, 

,Yes 


_Yes 

~ Yes 

Yes 

Yes 

Yes 

Hardware Z-buffer 

Vfes 

Yes 

Vfes - 

'i^s (optional] 

Yfes (optional) 

No 

Yes 

Other 

Geometry setup, 

HAM antialiasing, 
chromakey, & support 
tor stereoscopic displ^ 


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CG\N Surveys The Field Of Computer Football, 
Baseball, Hockey, Hoops And More 


W hen the Olympic torch 
fires up this summer in 
Atlanta, it will mark the 
100th anniversary of this 
modern international 
athletic competition-a 
landmark event. And in 
the U.S., it couldn't 

come a moment too soon, as professional sports once again 
finds itself knee-deep in what Pat Riley calls "the problem of 
me"-players so self-absorbed that they're killing their teams 
and turning off their Ians. Sure, it hasn’t been all bad, but for 
every moment of triumph— Dwight Gooden’s stunning no-hitter. 


the Bulls’ awesome domination-there’s been an equal act of 
stupidity. Players have been shoving reporters, head-butting refs, 
and even abandoning their teams to go water skiing, for crying 
out loud. 

But, hey, don’t get us started. In the world of computer sports 
games, thank goodness, it’s been another banner year, as 
games across the board continue to get better and better. 
Smarter Als, gorgeous motion-captured 3D graphics and more 
sophisticated playbooks and strategy are all helping to put com- 
puter sports fans deeper into the action than ever before. So 
lace up your sneakers and follow us onto the field as we survey 
the hits (and misses) in this year’s sports games, and take a 
sneak peak at the most promising players in the season ahead. 


Jtk. 


All photos by ALLSPORT 


JULY 1996 


CG 




^SPORTS SPECTACULAR 


PICSKIN 

RACKACINC 

Do More Graphics And 
Action Equal Better Gameplay? 

BY TERRY COLEMAN 

s !he NFL goes further into its eighth decade, 
questions abound. Can Jimmy Johnson, now 
with the Doiphins, win the Super Bowl that 
eluded Don Shula at the end of his record-set- 
ting career? Will George Seifert ever gel the 
he deserves as coach of the 49ers? 
Emmitt Smith’s hamstrings really healed? Is Dave Brown worth the 
millions he receives as the Giants unknown QB? What fountain of youth 
does Jerry Rice drink from? 

As this season is simulated on the 
silicon gridiron, similar 
questions are raised. Will 
Page Sports Football 
return to win another 
sports title? Will 

game engines 
ever capture the feel of the 
pro passing game? Are com- 
puter coaches soon to be on 
unemployment line? And 
what about zone blitzes? 


STATISTICAL DINOSAURS 

A big concern for any real foot- 
ball fan is how the stats are gener- 
Problem is, the stat-based 
Sims are fading fast in football, unlike 
their baseball brethren. The only pure stat sim I still 
recommend is 3-In-1 Football, (Lance Haffner, 800- 
477-7032, or 615-366-8088). You can autoplay 
entire seasons in a couple of hours, and "live" 
against the computer or hotseat vs. another 
coach take maybe 30 minutes. Forget graph- 
ics, this game concentrates on a strong computer 
opponent and realism-the stats generated are the 
most accurate of any football game on the market. 
Every great college and pro team from the dim 
mists of time is included, along with the particular 
rules quirks for each era; Lance also sells season 
disks from the 1950s onward, tor those who don’t 
feel teams such as the Dallas Texans were obscure 
enough. If you're more interested in re-creating the 
Dolphins’ perfect season than in timing your passes 


with a joystick, this is your game. 

NFL Pro League Football (IBM, 800-426-2255) is 
an odd mix of stat-based realism with animation and 
graphics. There are plenty of classic and current 
teams, and enough stats to fill an encyclopedia. 

But the A1 has strange lapses, and the entire expe- 
rience seems kind of sterile. For instance, when 
you throw a post pattern to your flanker, he’s the 
only one who can catch it; there are no sec- 
ondary receivers, and no audibles. Pro League 
does have modem play going for it, but the 
stats and realism generated aren’t significantly 
ahead of the Flaffner product to justify the 
hassles and the extra expense. 


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notes simultaneously, adding new detail 
and richness to your favorite games 
and software. 

AWE 32 is the first sound card 
that supports 3D Positional Audio7 so you can 
hear those dueling guitars coming at you from 
different places in the room. It also features 
Creative's 3D Stereo Enhancement Technology 
which makes your whole 
system sound richer and Wf'M 

niPirp pnwprfiil mffU 

to the nei ghbor^3^ 

SoundFont’' technology lets you 
add new sounds and instruments to your card. Add up to 
28 MB of memory to create your own audio library. We 
'’'"’n included a microphone and software for recording 
music and sound effects. And, of course, the AWE 32 
is fully Plug and Play and works with Windows’ 95, 
/indows 3. 1 and DOS. So installation is a 
no brainer. o>KkoHiournm'ii«cof 

SdhiiiJ BIrtsffr*' sold 

Want to ill your local dtalir. 

complete your multimedia 
dream system? Pick up the new 
Blaster CD"' 8x CD-ROM and Sound Blaster Speakers too, 
at your nearest Creative Labs dealer. But take along your 

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►SPORTS SPECTACULAR 




MlEgtiids’BrlngseridironliliostsBatkTolift 


The music swings, the sax soio burning in lime to Jim Thorpe, as 
he cuts left, then bursts into the open, chased by Bronko Nagurski. 
Leather helmets clash against pads barely large enough to contain the 
massive sinews, as the two men tumble out of bounds. On the next 
play, it's Thorpe again-no, it’s a fake-Knute Rockne rolls right and 
throws deep to "Crazy Legs” Hirsch. Touchdownl 

A highlight reel from days gone by? No, it's the freshest idea in 
years: take an action-oriented football game; add solid statistics: place 
60 years of great players at your fingertips. Accolade’s ambitious NFL 
Legends uses lessons learned Irom the Unhecessaw Roughness 
series, but as designer Kevin Hogan is guick to point out, 

"not a line of code has passed from 
that game to NFL Legends." 

NO SINGLE WING 

You take snaps from center in lour 
eras-1932, 1950, 1968 and 1996-and 
you can even match teams from different 
eras. Sammy Baugh’s QB rating might 
soar, with the modern rules favoring pass- 
ing. And who, other than Deion Sanders, 
would Jerry Jones keep on a 1930s roster 
if the Cowboys were limited to only 20 play- 
ers? Could the vaunted “Four Horsemen" 
malch their legendary rushing exploits 
against 300-pound defensive linemen and * 

90s-style Zone Blitzes? NFL Legends revels in the celebration of larger- 
than-life players and great teams. It allows you to play "what-if” with 
more than cold statistics Irom dusty record books. 


^PREVIEW 

GAME STILL IN DEVELOPMENT 


NO 




And it feels like football, not a 
watered-down arcade imitation. 

There’s plenty of action in both the running and passing games; the 
blocking routines fake into account angles, player Intelligence and 
Agility, Completing passes seems easier than in Front Page 96, and 
yet more realistic than in John MAOPEN-no more of those 48-yatd 
bombs every third play found in UR. 

Some 24 audibles are available, along with the ability to create 
plays and optimize your playbook. Other nice touches include the dif- 
ferences between real grass and Astroturf: dete- 
rioration of the field; ability to accelerate; trac- 
tion in bad weather: and of course, injuries, 
which can carry and affect a player’s perfor- 
mance during a season. The digitized music 
changes from swing in 1932 to early rock n’ 
roll in the 50s, and on to mote modern 
sounds. The playing fields and stadiums ate 
faithtully recreated in each era, as are the 
rules. In 1932, for example, you have no 
hashmarks; if you run out of bounds, the 
next snap is on the sideline-which makes 
lor some creative play-calling. 

Multiple seasons are included for 
career leagues, and you can trade not 
only players, but draft choices as well-a big 
improvement over FPS Football. If your reflexes aren’t up to fast action, 
you can just coach to your heart’s content. Now excuse me while I go 
don my leather helmet-my Chicago Cardinals have a score to settle 
with those cocky 49ers, and this time we’re playing in my era. 


(,yehaNir>9'''"^' 


A Shattered Land 
A Villainous Usurper 
A Call For Heroes 

Rise To The Challenge... 

NEW W^HED HmmiNG, eng: 

I’O. Box 4302. llollywoctd, CA 90078 


0 1996 New World CompuUng. Inc. Heroes of Mighl and Magic II is a trademark of New World Compudne, Inc. New World Computing and Might and Magic 
are registered trademarks of New World CompuUng. Inc. All ngtits reserved. All other trademarks belong to their respective holders. 





COACHING CHANGES 

Ultimate Football ’95 made some 
positive changes, but it wasn’t enough 
to please the management and fans, 
so it’s out the door. MicroProse has 
signed with ABC to form OT Sports, 
and their first release, ABC Monday 
Night Football, looks to have the 
superstar appeal that UF lacked. Dan 
Dierdorf, Frank Gifford and Al 
Michaels add pizzazz, and the multi- 
media and production values are close 
to those of the TV show. Whether the 
flash and the excellent graphics will 
capture the computer Neilsen ratings 
are dependent on whether this blend of action and strategy moves 
beyond the old UF engine. We'll keep you posted. 

In even bigger news, John Madden Football 97 (EA Sports, 415-571- 
7171) won’t be out until this fall-the first time in recent memory that it’s 
skipped a season. Madden has lived off past glories for long enough now 
that its position as the action football king is no longer a certainty. Recent 
versions have focused too much on interface and graphics; the gameplay, 
once the industry standard, has suffered as a result. The draft module, 
for example, doesn’t work as well as that of Front Page 96. The passing 
routine is overly simplistic, just as Front Page 96's is too hard. Madden 
doesn’t commit the egregious arcade sins of Hardball 5, but it is way too 
slanted in favor of offense (even for the pass-happy NFL). It’s more than a 
little irritating when an average reoeiver can catch pass after pass even 
when double-teamed by an All-Pro corner and free safety. The defense, 
once criticized because the Mad Dog Blitz was too effective, now makes 
The Steel Curtain look like moth-eaten fabric. So, I have a lot of respect 
for EA Sports' decision to wait until the engine is revamped, instead of 


releasing "Madden 95 If Madden 97 is 
given the royal treatment that NBA Live 
received, football fans will have a lot to 
cheer about. 

And what of Front Page Football? The 
original engine is giving way to a younger 
batch of code. The new draft choices 
promise tweaks to the already strong Al, an 
easier passing mode (finally!), and-hold on 
to your facemask-mulliplayer play. Plus, the 
annoying number of 99-yard "runs to day- 
light" should fall by the wayside. But as 
usual with the FPS crew, the game won’t 
realistically be finished and on the shell 
until near Thanksgiving. So, suffer through 
with Football Pro 96’s excellent graphics and career mode-still the 
best football sim in the land-and be sure to whine at Sierra (800-757- 
7707) for a reasonable upgrade price. 

NETWORK BOMBS 

In the meantime, don’t hold your breath for on-line action elsewhere, 
either. The new NFL Legends (see the Sneak Preview on previous page) 
allows hotseat, but no modem or net play. And the version of FPS 
Football Pro on INN (415-548-2500) is OK, but you rarely find an oppo- 
nent from February through Augusl-and it’s an old version of the game 
engine, at that. The Football Pro leagues on CompuServe offer more 
opponents, but you aren’t really playing “live" but against your opponent’s 
pre-chosen game plan. 

Still, the emphasis by the "Division 1” programs to hold releases until 
the gameplay comes close to the technology bodes well for football 
fans-whether their game plan calls for action, simulation, stats, strate- 
gy, or hopefully, all of the above. 


i 


HEY, I SKIPPED A SEASON Action fans may feel disappoint- 
ed. but the improvements to John Madden 97 will likely be 
worth the wait. 



Call 1-800-251-9563 for more information, or check out our hot new Weh Site at http://www.nwcomputing.com 


r.irrio Po.teinr 








►SPORTS SPECTACULAR 

ATOP THE 
MOUND 


BY DENNIS McCauley 

I f there’s one major sport that’s perfectly suited to computer 
simulation, it has to be baseball. With its historical emphasis 
on statistics, the national pastime provides perfect grist for 
the number crunching that personal computers do so well. 
The tight geometry of the game, its timeless sense of pace, 
and its rich history have combined to keep sports game 
developers busily coding balls and strikes. 

What's amazing is the effect that baseball fans’ passion for statistics 
has had on the evolution-or seeming lack fhereof-of baseball products. 
As we near the end of the second decade of the home computer revolu- 
tion, a surprising number of offerings exist primarily for their statistical 
appeal. Oh, a few have added a stadium backdrop here, or an announc- 
er voice-over there, but it’s the underlying slat engine that really 
drives many baseball games, In an age when most games 
become yesterday’s news as soon as the next technological 
wave hits, fully half of today’s baseball games are static products 
driven by statistical simulation. The other halt comprise splashy, 
graphics-heavy baseball products. These feature large, full- 
motion player sprites, arcade action, music and loads of atmos- 
phere-right down to the boo-birds in the bleachers. 

STAT AHACK 

One of the old pros in stat-based sims, Lance Haffner’s Full 
Count Baseball, now extends its career with version 6.0-and it’s 


^ BS5 

CURVE BALL You’ll have to decide for yourself whether Baseball For 
Windows is worth the steep teaming curve, but Bill James Encycudpedia on 
CD is a must. 


a very serviceable product if you don't mind investing the time involved 
in manually entering lineups, pilching rotations, and the like. On the 
bright side, once you’ve taken the trouble, the game can store up to ten 
preset lineups per team. Designers Haffner and Shannon Lynn could 
have made seasonal 
replays much easier, 
however, by coding 
stock lineups in dur- 
ing production. 

The true appeal of 
Full Count is the 
huge number of 
teams included: 
every big league 
club from the most 
recent season, plus 
every World Series 
and playoff learn 
since 1900. 
Ambitious fans can 
set up a massive tourney to find the besi team ever, or just replay their 
favorite fall classics, using the likes of the powerhouse '27 Yankees, the 
Gas House Gang or the Amazing Mels. 

The text-based action is played out over VGA backdrops of major 
league stadiums. Full Count has lefty-righty breakdowns for posf-1984 
teams, generates team schedules and auto-tracks rest days for pitchers. 
The game’s chrome includes weather, injuries and realistic pitcher 
usage options for every era of professional baseball. Full Count also 
offers a player creation utility which gamers can use to make teams, 
provided they don’t mind keying in 37 rating categories per player. 

There are some quirks, as when the trade routine queries the player 
whether the team involved has compiled stals-somelhing the software 
could easily keep track of. Still, Full Count Baseball 6,0 provides good 
value, since gamers who relish its brand of staf-based strategy are less 
likely to be dependent on interface niceties. 


■raiP With its low system demands and realistic 
stat-based pl^, Full Count Baseball is an attractive 
choice for laptops. 



Aclivision and Zort are registered trademarks and Zerk Nemesis is a trademark ot Aeltvisioa Inc. © 1996 Activision, tnc. Alt rights reserved. Alt other trademarks and trade names are the properties ol their respective holders. 

Circle Reader Service /f97 


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GAMER 






SPECTACULAR 


NEW STORMFRONT COMING IN Tony URussft 3 FOR 1996 gets the 
“weirdest title" awarti, but it’s also the front-runner in the graphical base- 
bail Sim race. 


MILLER DOES WINDOWS 

The latest version ot Miller Associates’ Baseball For Windows incor- 
porates an improved league manager module and new micro man- 
agers, including two that correctly handle pre-closer era pitching staffs, 
game comes with several oldtimer teams, three complete past sea- 
sons (1921, 1943 and 1971) and three ballparks. 

Of all the stat-based sims, Baseball for Windows has most pushed 
the envelope toward multimedia. While play is still static and text-based, 

takes place atop beautifully rendered ballpark graphics. Former Detroit 
Tigers announcer Ernie Harwell does an enjoyable play-by-play, and for 
an additional 45 minutes on the CD-ROM offers viewpoints and yarns 
from his many years behind the mike. The charming stadium sounds in 
Baseball for Windows beat those heard in any other baseball sim. 

The knock on Miller’s game is that it’s not very intuitive, and proba- 
bly has the steepest learning curve of any product on the market. I’ve 
never understood why Miller Associates didn't combine the modules, 
instead of forcing gamers to know when to click separate League 
Manager, Advanced Draft or Baseball for Windows icons. Consolidating 
the modules would make the game much less confusing for novices, 
with no loss in functionality. 

Another Miller Associates product, the Bill James Electronic 
Baseball Encyclopedia, is a must-have product for fans of the national 
pastime, and its slats may be imported into Baseball for Windows. Bill 
James on CD-ROM is the final word in statistical analysis, allowing 
users to look up stats on any professional ballplayer that ever played, 
compare them, graph them and print them. In short, the Bill James 
Encyclopedia slices and dices stats any way you want 'em. 

WORKIN' IN A DIAMOND MIND 

Diamond Mind Baseball is the essence of the stat-based game: all sta- 
tistics, no pizzazz. It can shake and bake the numbers as well as or better 
than any game on the market, but it makes no attempt whatsotver at 
graphics. If the idea of a game that’s all blue screen puts you off, then 
skip ahead. If, however, you’re willing to give a glance to a little game 
with a big-time statistical engine, then Diamond Mind may appeal to you. 


No rookie, Diamond Mind was formerly known as Pursue The 
Pennant, under a licensing agreement between its designer and the 
board game company of the same name. Now out on Iheir own, the 
Diamond Mind folks offer a sim that has much to recommend it, espe- 
cially for seasonal replays. It's one of the fastest autoplay games avail- 
able, zipping through the entire National League 1995 schedule in an 
astonishing five minutes on a Pentium 133. By comparison, the pre- 
release version of FPS Baseball Pro took hours to sim a smaller league. 

Not only is Diamond Mind nimble, but it's deep, too, with hundreds of 
statistical categories available. The interface, however, is about as excit- 
ing as watching grass grow, and some may find working through the 
game’s layered approach to locating information rather tedious, 

TONY LARUSSA 3: 1996 EDITION 

For the new season, Stormfront Studios has released an update to 
their popular Tony LaRussa Baseball 3. One notable improvement is the 
inclusion of head-to-head statistics for each batter and pitcher. Does 
your light-hitting shortstop own Greg Maddux? Better give him a start 
when the Braves are in town. Be forewarned, though, that using the 
head-to-head option in computer-simulated games can slow play down 
noticeably Stormfront has also factored in situational batting perfor- 
mance, impacting how hitters will do with runners in scoring position, 
or pinch-hitting, for example, 

Tony3: 96’s auto-play deserves mention, as it’s quick, if not espe- 
cially accurate. CGW simulated an entire American League season in 
under 10 minutes. Stats were skewed to the high side offensively, 
though, with sixteen players cracking 30 or more homers. One out- 
fielder had 89 errors and only three putouts, although this was an iso- 
lated case, and looks as though it may be an internal rating error. 

Oddly enough, only five saves were recorded in the entire league. 
Finally, the beta version we looked at had RBIs listed as a percentage, 
rather than the traditional raw number. Hopefully these glitches will be 
addressed in the final release. 

Overall, though, Tony 3: 1996 qualifies as a fun graphics-oriented 
sim that’s easy to navigate, thanks to its intuitive, button-driven interface. 
Learning the mechanics of hitting and pitching can be tricky, and user- 
controlled fielding is best left to experienced Tony players. 

The game includes a Fantasy Draft feature, as well as what 
Stormfront calls the GM Challenge, which is somewhat akin to career 
leagues like those found in the Front Page Sports series. Tony 3: 1996 
also includes three announcers-Mel Alien, Lon Simmons and Hank 
Greenwald-who are all enjoyable and provide consistent voice-overs 
throughout the game. If you prefer, you can toggle the announcers off 
and get on with the action. 

OUHA HERE! 

With such a wide variety of computer baseball games available, the 
biggest problem facing most players will be deciding which one to get. 
Narrow it down by setting your priorities first. Is it graphics and action 
that sends you back for more, or are stats what makes your knuckle ball 
flutter? Either way, if you’re ready to play ball, there’s a game out there 
for you, coach. 

Next month, Dennis McCauley's sports column focuses on 
MicroLeague Baseball 6.0. 



BASE 

INSTINCTS 

Sierra’s Baseball Franchise Heads 
For Another Winning Season 

BY DENNIS McCauley 

S ierra’s Front Page Sports line has established itself 
as one of the most successful ongoing sports 
series in the annals of computer gaming. While 
most of the competition plays catch-up, Sierra's 
Sims tend to dominate their respective markets 
year after year. CGW recently got a sneak peek at 
the much-awaited Front Page Sports Baseball Pro 96, scheduled for 
midsummer release, and while the near-beta version we saw was unfin- 
ished in some areas and awaited fine-tuning in others, there was 
enough beef to indicate that, 
for baseball fans, 1996 could 
be a very good year. 

While the previous incarna- 
tion of FPS Baseball, released 
in 1994, was strictly an MS- 
DOS version, the latest vintage is a native Windows 95 product, and 
that itself is big news. The game's lineage is apparent, however, and 
anyone familiar with past Front Page releases— either baseball or 
football-should be able to jump in and navigate through the pro- 
gram easily. 



>HOMER SIM, SON Sierra's improved graphics in FPS Baseball Pro give 
an edge to the action when sliding for home. 


er-!evel decisions, such as when to make the double-switch, and 
whether to have potato chips or pretzels during the 7lh inning stretch. 
Gamers who want to capture the leisurely pace that is the essence of 
baseball can opt to play pitch by pitch, while hard-charging Type-A per- 
sonalities can toggle single-pitch mode and be done with it. 

With a little effort, players can input historical clubs into the game, 
or import their teams from the '94 version. Of course. Baseball Pro 96 
retains the career mode that has become a signature of the Front Page 
series. Gamers can draft, trade and allocate spring training time in an 
effort to mold their teams. This aspect of the game holds great poten- 
tial, since astute managers should be able to build their rosters to suit 
the dimensions and characteristics of their stadium, be it Wrigtey Field 
or the Astrodome. Whether the 96 version fulfills its career mode 
promise remains to be seen, however. Past editions have been criti- 
cized for their failure to reflect in a meaningful way the skill changes 
that occur over the course of a ballplayer’s career. 


^SNEAK 

^PREVIEW 

GAMESTiLL IN DEVELOPMENT 



BLEACHER FEATURES 

Speaking of ballparks, Baseball Pro 96 incorporates 3D models of 
every current major-league park. The stadium graphics are quite realis- 
tic and easily the best to date of any baseball sim. In general the game 
is much more graphically appealing than the previous edition. For 
this year’s model. Sierra's graphics crew employed the same high- 
res motion-capture-based animation that made FPS Pro Football 96 
so dazzling. While this technology provides very fluid player move- 
ment, it does leave some very obvious jagged edges in close-up 
shots. Perhaps the oddest graphical occurrence in Baseball Pro 96, 
though, is the ball itself, which occasionally takes on the dimen- 
sions of an overripe cantaloupe. Fruit salad, anyone? 

Sierra’s well-done CAMS (camera angle management system) is 
back, offering near-unlimited viewing angles as well as a chance for 
gamers to save and edit tapes of their big plays. Sierra is also touting 
improved Al and a fast sim mode that they contend is an improve- 
ment over the 94 model. Frankly, the sims that I ran on a high-end 
Pentium were frustratingly slow-it took nine hours to go through half 
a season-and the statisticai accuracy was nothing to write home 
about. Hopefully these issues will be addressed by time the final 
release takes the field. 


SIMLASORDA 

FPS Baseball Pro 96 offers plenty of gameplay options for would-be 
managers. An arcade mode allows gamers to control the pitching, hit- 
ting, and fielding of their players, while a managerial mode lets the 
computer handle the mechanics, so you can concentrate on the high- 


^00 MUCH REALISM? The sparse crowd in attendance at this game must 
I have been modeled after the '94 strike season. Peanuts, anyone? 


JULY 1996 


CC 





For IBIVl®-PC & Compatibles on CD-ROM. 
•800-879-PLAY http://www.microprose.com 


o'lnatlon on Game Ratfngs. Mk'oProse Software, Inc. is an olficlal licensee of Magic: The Gathering, 
tisleied trademark of Wizards of the Coast. Inc. ^1996 MicroPtose Softwaro. trie. All rights reserved. 


Circle Reader Service ff215 






^SPORTS SPECTACULAR 


HOOP 

DREAMS 


Computer Basketball- 
No Longer A 3- Point Shot 


BY TERRY COLEMAN 

J ohn Wooden was not merely the best basketball 
coach ever, he was perhaps the best coach in any 
sport: amateur or professional. He was also a 
three-time All-American as a player. What most 
people don’t know about the “Wizard of Westwood" 
was that despite his sucoess at basketball. Wooden’s 
favorite sport was actually baseball. He loved the 
grace, the timelessness, the unhurried nature of the 
most strategic of American team sports. Wooden did admit, however, 
that basketball was probably the best sport for the average Ian, as it fea- 
tured the fewest players on the field with the largest ball. Basketball was 
the easiest to follow-and there was a lot of scoring, which helped sell 
tickets. 

What John Wooden might think ot computer basketball simulations 
is open to speculation. But t imagine that he might allow himself a wry 
smile at the grace and care with which NBA Live 96 is crafted; he’d 
probably frown and roll that famous program tightly in displeasure over 
College Slam; and he'd likely shake his head that stat-based sims are 
still around in the action-heavy hoops world of the ‘90s. 


i TAKiN' IT INSIDE NBA 96 actually puts the superior pcwer of the PC 
to work with better Al and graphics. The surprise is that the PC controls are 
better than the console versions. 

SLAM DUNK 

The original NBA Live is one of the best sports games of all time, as 
significant to basketball as Front Page Sports Football was to the grid- 
iron. It was the first action game that played like real basketball, instead 
of some alien arcade hybrid. It would have been easy for EA Sports to 
take the awards and get fat, as many modern athletes tend to do. 
Instead, NBA Live 96 builds on the success of the original and corrects 
many flaws, both in terms of action and simulation. 

Whereas in the original too much emphasis was placed on when you 
clicked the button, now the players’ actual abilities seem to make a bit 
ot a difference. Make no misfake-this is still an action-heavy game; but 
when you select Simulation mode, Ewing becomes the interior force for 
the Knicks that he should be. Similarly, Dennis Rodman’s carrot-top 
hairdo flashes as he pulls down realistic numbers of rebounds. Penny 
Hardaway skies for elegant jumpers, and John Stockton defies Father 
Time with assist after record-setting assist. The big surprise is that the 
stats are in the ballpark. NBA Live 96 isn't as realistic as a pure stat 
Sim, but it far outshines any other action-oriented hoops game-includ- 
ing the original NBA Live. 

Trading is more robust, but it lacks the appeal of Front Page Football 
Pro’s career leagues. You can create custom players as well, but it 
would be really nice to see EA furnish hoops fans with some all-time 
great teams-maybe in NBA Live 97? Also, the injury ratings are far too 
forgiving-if these were right, Shag wouldn’t have missed more than 2-3 
games, instead of the third of the season he fanned on in real life. 

These quibbles are minor, however, when you consider the vastly 
improved Al and the Increased play-calling options. About the only limi- 
tations on the design-you can even call plays on the fly now-are the 
authentic NBA rules, which prohibit “illegal defenses" such as zones. If 
EA ever gets around to a college version, this engine would be perfect 
to showcase Kentucky’s full-court press, Temple’s infamous matchup 
zone or Dale Brown’s bizarre defenses at LSU. Until that time, i’ll keep 
running the pick-n’-roll with Karl Malone-and continue converting rat- 
ings for Wilt Chamberlain. 


COLLEGE PASSES 

Another action approach. College Slam, doesn’t make the transition 
from cartridge to the PC pros quite so well as NBA Live 96. More Pac- 
Man than basketball, the best defense is to set the basket on fire so that 





Tru(FantasyBask(tl)oll 


ce 


SPECTACULAR 


option to simulate 
the results via com- 
puter, or to piay each 
of the 63 games 
live.'' Passing is fairiy 
intuitive, and the sys- 
tem even works weli 
with a joystick or key- 
board. it’s possibie 
that there may even 
be modem piay, 
would give this 
big edge over the 


At this eariy stage, the Al is stiil in deveiopment, but the game does have 
a true basketball feel. You can work the ball inside, or drop back in a zone, 
and passing is crisp. Regardless, this game isn't trying to compete against 
NBA Live as much as offer a bridge between the action and stat-based bas- 
ketbaii sims, with a fun recruitment and piayer development mode. 

"I NEVER FOULED OUV’-WILT CHAMBERLAIN 

How do the stat-based sim guys stay in business? They continue to 
support their products year after year. Lance Haftner Games has one of 
the most playable systems on the market in Full Court Basketball and 


Basketball: The Pro Game. There are no buttons, no mouse 
input, no visuals to speak of-just realistic statistics and chai- 
lenging gamepiay. Like Haffner’s 3 -In-1 Football, the empha- 
sis is on quick play: a fuii game of Full Court is playabie in 
30 minutes. Pro Gai.ie in about an hour. Antiquated though it 
might seem, these are quite manageable for hotseat play, 
although the strong Al benefits from Lance having had a 
decade to perfect it. 

The reai reason that gamers are stili drawn to Lance's 
basketball games is the chance to iet James Worthy drive the 
lane against Wiit Chamberlain, to have Bili Russell block 
shots by Shaq, or to let Jerry West match three-pointers with 
Larry Bird. Could John Wooden’s best with Lew Alcindor 
have stopped Duke Irom winning back-to-back titles, or would both 
teams have fallen to Bobby Knight’s undefeated 1976 lU Hoosiers? 

While the possibilities are endiess, the method you use to get there 
could be better. Lance’s market share could only be helped if he re-did 
these games in Windows. Also, while schedules are fairly easy to gener- 
ate, only The Pro Game comes with them pre-generated-a real time- 
saver. Hopefully, Lance will upgrade these graphically, as he did with 
Full Count Baseball (see page 76). Still, if it’s realistic hoops play you 
want, both of these games are still a bargain-especialiy The Pro Game. 




'SCORCHED SCHOLARSHIP COLLEGE Slam, with its burning 
hoops and power pills, bends the rim in all the wrong 
directions. 


opponent can't score. If you find this sort of thing funny, you’ll 
probably gobble up the power pills and slam away, hardly worrying that 
ball never goes out of bounds. Aside from the rampant silliness, I 
can’t stomach a college hoops game-even as a bad joke-that leaves 
powerhouses like two-time NCAA champ Louisville out of the lineup, 
again, you can always have a Mario clone as your point guard... 

A more serious approach comes from GTE Entertainment, whose 
NCAA Championship Basketball attempts to be the Front Page Sports 
simulation of the College hoops arena. Like Front Page FB, it offers a 
mode, where you recruit top prep stars into your program and 
develop them over four years. Some of the ratings are odd: why would a 
shooting guard be rated twice as high for three-pointers as for shorter- 
range baskets? Still, there are some nice touches, such as great leapers 
not necessarily being the best rebounders-at least until they learn to 
out. 

Most major 
colleges are 
included, along 
with some pret- 
ty obscure 
ones, all orga- 
nized into 
regions. At the 
end of the reg- 
ular season, 

DRIVING THE LANE NCAA CHAMPIONSHIP Basketball |f.|g 
brings career leagues, better A) and more innovation |g|^gg gj|. 
than the computer college hoops scene has seen for g^jj ^g^g 
many seasons. 


■ used Haffner’s The Pro Game to pit 16 of the greatest teams 
of all time in a season-long competition to determine which 
team was truly “the best." So that older teams could be 
competitive, I selected the option that played in the visiting 
team’s style. On one occasion playing with older rules, George 
Mikan of ’54 Minneapolis outscored Shaquille O’Neal 35-24, as 
the modern player was baffled by Mikan’s old-fashioned, but 
effective hook shot. 

The competition was so tough that no team came close to 
eclipsing Chicago’s record of 72 wins. The NY Knicks of 1970 had 
the stingiest defense, while Larry Bird’s '86 Celtics led the league 
in scoring. The biggest disappointment was the LA Lakers, who fin- 
ished below .500, despite Kareem and Magic Johnson’s excellent 
play. The biggest surprise was the ’59 Celtics, where Bob Cousy 
stole the assist crown from John Stockton. The Celtics fell, howev- 
er. to Jordan and the '93 Bulls, who faced the ’72 Lakers in the 
final. Both teams were simitar: aging superstars (Pippen and 
Jordan vs. Chamberlain and Jerry West); role-players (Dennis 
Rodman, Tony Kukoc); tough defense and accurate shooting. 

The series hinged on whether Jordan could get Wilt in foul 
trouble; otherwise, “The Stilt" did anything he wanted to the out- 
matched Bulls centers. Ironically, the plan worked to perfection in 
games three and four; but when the Bulls had a chance to steal 
game five in overtime, their poor tree-throw shooting betrayed 
them. Jerry West then scored 32 points to put game six, and the 
series, out of reach. 

The replay was a bit of a pain to set up, since I had to enter 
every game in my make-believe schedule. But statistics nuts (like 
me, obviously) can spend hours pouring over the results of 
games betvreen their hoops heroes, which makes all the ciunki- 
ness worth it. And while the results of a replay like this aren’t 
“realistic" in the purest sense, th^ do possess a ring of "truth." 
And until NBA Live gets its act together and includes past great 
teams, we can be thankful Lance Haffner is a sports 
dreamer like so many of us. 


JULY 1996 




A sheriffs deputy is mUPdBPBlI. 
You didn't see anything, but 
the bad guys SbOOt first and 
ask questions iater. The cops 
want you for the murder, and at 
this point they seem iike a 
better option than..^ 


interactive 

suspense 


Your legs feel like lead. Your 
heart feels like it's going to pOIIHd 
right out of your chest. Your lungs 
are scrfiamliig for air. If you could 
just get to the... 


Reai actors. 

Real time. 
Real tough! 


Truth. Innocence. They don't 
mean a thing if you're dead! 


^ .^ee yfiur ' 

c0ff r 

©1996 S«iTa Oivline, Ine. ® or»d /or deagnote 
trodemofks of. or kensed to Sierra OivUne, Inc, Alngbh reserved. 


'Xililih. r 



►SPORTS SPECTACULAR 


PUCK 
OFF '96 

New Hockey Games Slice Up The Ice 

BY CORDON COBLE 


' ilh the release o( tour new products in a 12- 
month span, this is a prolitic lime tor com- 
puter hockey. It wouldn't be in virtually any 
other gaming category (can you say “hover- 
craft racing?"}, but it is here. 

This foursome swells the current hockey 
line-up to an all-time high, with product running the gamut from ultra- 
graphical to text-based, and from really good to pathetic. Is there one 
game out there that manages to failhtully recreate a true-to-life hockey 
environment? Let’s hit the ice and survey the competition. 

FIGHT THE POWER 

Virgin’s upcoming Windows 95 game, NHL PowerPlay 96, should 
provide the most realistic hockey action ever on the PC. (Note that 
“should" is the operative word here, as final code wasn’t available in 
time for this article.) 

PowerPlay’s strength lies in convincing us that there are real, think- 
ing hockey players on the ice. Will he go this way. that way or pass the 
puck? it depends on the situation and the player. Will penalty killers 
automatically ice the puck? No, that depends on just how hard he’s 
being pressured. Are there any ’’sure-bet’’ plays-liftle holes in the pro- 


>GLIDING ACROSS THE ICE Not only does NHL PoiverPuy 96 look like hockey, 
I it’s the closest you'll come to feeling the puck on your stick without actually 
stepping onto the rink. 


gramming that allow you to be abnormally successful with one 
tactic? It there is, I’ve yet to discover it. 

It’s this on-ice realism that game designers Radical 
Entertainment (also responsible for Breh Hull Hockey, a game 
long on ideas but short on execution) are counting on. If the final 
release is free of the repetition and often nonsensical actions 
seen in other games (and sometimes evident in the PowerPlay 
beta), that alone will make the game worthwhile for the serious 
computer hockey player. 

It will have to be, because PowerPlay is missing a lair chunk 
of the graphic flair, managerial options and little extras to which 
we’ve become accustomed with games like Electronic Arts' NHL 
Hockey 96. For starters, PowerPlay has just one panning, 70- 
degree end-zone camera angle, and players are too small tor 
team logos and numbers on their jerseys. Games will run in VGA 
only-a definite step backward. 


JULY 1996 


On the other hand, player animation is very strong, with slapshots 
that differ from wrist shots, and hooking that differs from poke check- 
ing. Strategists will be disappointed by the lack of player trades, but will 
fall in love with other coaching options, including man-to-man versus, 
zone coverage, speedy versus cautious breakouts, and more, all 
changeable on the fly. And yes, coaching ploys do have a pronounced 
effect on the action. For hockey enthusiasts who prefer game realism 
over graphic flair, this could be a compelling product. 

ICE ICE BABY 

Just switching on EA's breakthrough NHL Hockey 96 is a rush. Great 
sound, 21st-century menu screens, stats as far as the eye can see,and 
nearly-hallucinatory graphics that include numbered and logo-embellished 
jerseys and ice reflections make the game seem drop-dead awesome at 
first. In SVGA with detail options cranked, it’ll run like a slug on anything 
but a Pentium 90 or above, but the visual show is almost worth it. 

NHL Hockey 96, though, isn't something that appreciates with time. 
That is its flaw. After the initial thrills and spills, exquisite periphery gives 
way to repetitive on-ice tactics, questionable Al and a sense that no 
matter what you do, the computer will decide the outcome. It’s not all 
bad by any means, and the "team concept" and managerial options are 
actually very good, but you’ll recognize the problem when you’ve blast- 
ed your 20th point-blank shot of the period without a goal, finally resort- 
ing to the infamous "one-timer" from some ludicrous angle to finally 
score. 

Goaltenders that hold the puck forever even when you've skated clear 
of the offensive zone, power play units that become incredibly stupid, 
penalty killers that ice the puck for no good reason, icings that you can 
almost always beat-the the list goes on and on. It may be great for 
graphic hounds and those new to hockey, but NHL Hockey 96 is not the 
game for serious hockey aficionados. 



The game has some inspired touches, with a number of pre-game 
and pre-season options such as custom-constructed teams, trades and 
a practice mode. It also packs the best face-off and fighting sequences 
of any PC hockey game I’ve seen. 

But on the ice, everything switches to hyper-drive. It’s a flurry of bod- 
ies and sticks as teams mill about in complete disarray. Curious 
"ughs,"’'oofs’’ and other wails of pain buffet the audio landscape, and 
the whole thing begins to resemble a horizontal scrolling death match 
in no short order. Too bad. 



WAYNE'S WORLD 

Not to be confused with Bethesda’s Vi/ayne Gretzky series from the 
early '90s (which, in retrospect, featured several innovations and was 
actually a satisfactory game), Time-Warner Interactive’s V\/ayne Gretzky 
AHO THE NHLPA All- Stars isn’t nearly of the same caliber. Unlike it’s 
real-life namesake, Gretzky is a strong starter but lacks finish. 


DEMERIT 

Surely Merit Studio's World Hookey 95 is someone’s twisted joke, 
made even worse by wrapping it in packaging that mimicks EA's infinite- 
ly more sophisticated NHL Hockey 95, Heck, there's even a quote right 
there on the box, favorably comparing the two. 

Indeed, there are comparisons to be made, but in every single case. 
Merit's game comes up short-and I mean road-kill short. No doubt the 
shoddiest hockey game in recent memory. World Hockey starts with an 
ugly interface; continues with incorrect rule interpretation and a baftling 
viewing perspective; and ends with confusing gameplay that bears no 
resemblance to any game of hockey ever played. 


?BRANO NEW KEY If you’re itching for a shiny new pair of virtual roller skates. NHL Hockey 
96 tv EA Sports has your graphic ticket-but is short on long-term gameplay. 


TEXT FOR TEXT'S SAKE 

Despite the proliferation of graphic-based games, 
there will always be room in the marketplace tor text- 
based sports software, which statistic and fantasy lovers 
play out "what if" situations and generally compile loads 
of facts and figures. 

Of the few producers of hockey text games, Lance 
Haffner is the most active, having just released a new 
version of Hat Trick complete with 1996 teams and. as 
usual, selected "great" teams from 1960 to 1992. 
Otherwise, this little program hasn’t changed much over 
the last few years, still with the same puzzling manual 
and without any graphical touches. But it does allow 
more coaching and playing options when manually con- 
testing a game than does its competition, APBA Pro 
Hockey, so if text-based hockey is your thing, this is the 
one I recommend. 


JULY 1996 


cc 





►SPORTS SPECTACULAR 


More Courses Ori The Faimy 


BY SCOTT HAY 


You might think a links sim from Maxis, the SimCity foiks, would 
be more along the lines of miniature golf. Close, but not quite. On 
the horizon is SimGolf for Windows 95. featuring a built-in course 
construction kit, multiplayer support (network, modem and Internet), 
and on-line tutorials from designer Robert Trent Jones, Another 
promising innovation is the Maxis MouseSwing interface, which 
uses mouse movement to recreate backswing and bail strikes. A 
cure for the dreaded swing meter? Let's hope so. 

The game will come with three pre-designed 18-hole courses. 
Players wilt then have the ability to modify these existing courses or 
design new links from scratch, then share them with fellow SimGolf 
enthusiasts. This is the first course designer since Accolade's highly 
successful Jack Nigklaus series, and looks like it will add consider- 
able replay value to Maxis’ golfing title. 


C olt is one of the few sports that lends itself 
incredibly well to computer simulation. 
Accessible by players of every imaginable skill 
level, it’s small wonder golf sims are so popu- 
lar. Thanks to advances in technology and con- 
tinually evolving design innovations, this time- 
honored genre has never looked or played better. 

Currently, the PC leaderboard features four major players. Access 
Software’s Links series-LiNKS 386, Links 386 CD and Links Pro CD-is 
the undisputed software champ, though it’s showing signs of old age. 
Next is Microsoft Golf 2,0, which is essentially Links licensed for 
Windows, containing most of the features from the DOS original. 
Electronic Arts’ PGA Tour 96 is a sensational first effort noted for its 
smooth interface and engaging play variations. Finally, the Shark's back 
in Greg Norman Ultimate Challenge Golf from Grolier Interactive. 
Designed for Windows, it features educational value that should appeal 
to both novice and veteran golfers.Gamers should also look for Maxis’ 
SiM Golf (see sidebar) and Headgate’s The Golf Club (#140, p. 37) in 
the near future. 

What should sim golfers look for when making their first foray onto 
the digital fairway? Many factors contribute to a game’s overall success, 
but the five major considerations are: graphics, player interface, realism, 
course add-ons and options. 


PICTURE PERFECT 

Thanks to Links’ pioneering efforts in digitized course graphics, pho- 
torealism is the buzz word for most new golf sims. Typically, fairways 
and greens are created by mapping grassy textures onto a contour grid, 
modeled after the terrain features of the actual location. Trees, foliage. 


ABOVE MR 



i 


WINDOW DRESSINGS MS-GoLF 2,0, and DOS cousin Links, use separate 
windows to display wirious views, stroke setups, shot info, scorecards 
and club distance charts. 


bunkers, water hazards and peripheral touches such as clouds, cart 
paths and static backgrounds, are then added to create a realistic envi- 
ronment. 

The tough part in any golf game, Ihough, is blending compuler-ren- 
dered fairways with digitized objects (trees, bushes and rocks) and mak- 
ing it look natural. Links, MS-6olf and PGA Tour 96 all do an excellent 
job biending disparate graphic elements into a smooth, cohesive whole. 
Only Norman fails to consistently achieve this balance. Its parts and 
pieces sometimes don’t match up, as if rendered wilh different degrees 
of focus, lighting and contrast. The resulting cut-and-paste quality is 
quite noticeable, but mitigated somewhat by the rich 16-bit HiColor 
palette. But Norman does let you play a fully functional game from an 
overhead perspective, with amazingly detailed topographic renderings. 

Each game here also offers video fly-bys of each hole. PGA Tour 96’s 
fly-bys feature excellent voice-over advice, providing detailed hints, tips 
and caveats, Fiy-bys in Norman are also good, narrated by Norman him- 
self, Both Links and MS-Golf feature fairly generic fiy-bys, augmented 
with lips from Ihe pros. Links Pro CD has tiresome comic commentary 
by Bobcat Goldthwait, something most players can do without. 

SWINGING THE CLUB 

In real golf, a solid hit is the combination of many things: hip and 
shoulder movement, backswing and follow-through. In computer golf, 
however, it all boils down to one twitchy finger. Although most games let 
you adjust variables such as stance, aim, height and spin, your final 
success or failure is measured by your ability to use the dreaded swing 
meter. Whether circular (Links, MS-Golf, PGA Tour 96) or straight 
(Norman), swing meters all work the same: click once to put the meter 
bar in motion, again to set your power, and again to make contact wilh 
the ball. Click too soon on the downswing and you’ll hook or draw to 
the left; click too late and you’il produce a slice or fade. 

Both PGA Tour 96 and Norman have intuitive swing meters which 
automatically display the optimum power and impact marks on the 
color-calibrated gauge. These well-designed meters remove much of the 
frustration from putting. Links and MS-Golf use uncalibrated swing 
meters, making it extremely difficult to accurately gauge strokes. 

All games here utilize an adiustable "stick" to aim the ball and 



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Circle Reader Service 11259 




►SPORTS SPECTACULAR 


^ assess distance to the pin. PGA Tour 96 takes this one step further, 
i however, with its ingenious Targeting Arc System, which lets you view 
I the proposed ball trajectory prior to your shot. 

; Besides an intuitive swing meter, a good inlertace also needs acces- 
■ sibility of options and customizable screen sizes. Links boasts more 
’ than 340 different combinations of screen layouts, while PGA Tour 96 


imilar details, including a better assortment of interactive viewing 
Norman has the best interface, with large buttons on the bottom 
le screen and more options available via pull-down menus at the 


A TRUE GOLF SIMULATOR 

Although all of the golf sims presented here take a serious approach 

the sport, some are more detailed than others. Norman definitely 
wins this round, offering an amazing variety of playing conditions, eaoh 
contributing subtle impacts on gameplay, including wind speed, tem- 
perature, ground conditions, and even ball construction. Norman is also 
the only game with pure simulation play-as opposed to twitchy-finger 
arcade mode-based on more than 40 user-defined golfer characteris- 

The rest of the pack only offers computer-controlled simulated play- 
ers. In this regard, PGA Tour 96 offers the best leaderboard, featuring 
14 real PGA Tour pros, including Craig Stadier, Tom Kite and Fuzzy 
Zoeller, each programmed with true-life characteristics and video cap- 
tured swings. 

OPTIONS 

Though all golf games come down to whacking around a little white 
ball, designers can distinguish their games by including options. The 
Macintosh version of Links Pro CD, for example, features voice recogni- 
allowing you to select clubs and shot types with voice commands. 
Links and MS-Golf 2.0 also offer the ability to record golf sessions, 
others can load up and compete against. Both games are the 
ones in this roundup to offer network and modem play. 

A solid variety of game modes also breathes lite into a goif sim. PGA 


THE LAKE PGA TouR 96 has the most intuitive swing meter, using a 
color-callbratect gauge to displ^ optimum hitting pcwer. 


STORMIN' NORMAN Greg Norman Golf has the best interface, with a 
I large screen, an array of buttons at the bottom and pull-down menus at 
I the top of the screen. 

Tour 96 leads the pack with the best assortment ol game modes, 
including stroke, practice, tournament, sudden death playotfs. Skins 
Game, and Shoot-Out. MS-Golf offers Skins scoring, but the other titles 
only allow adjustment of player skill levels, with no variations beyond 
basic stroke play. Only Links and MS-Golf allow you to print scorecards. 

One of the best options I've seen is the interactive lesson found in 
Norman. Called the Lesson Tee, this ingenious feature sets players up 
with nine different golfing challenges, describes potential problems and 
solutions, lets you adjust your stroke accordingly, and then evaluates 
your performance. 

ADDING A FEW COURSES 

Sometimes, playing the same 18 holes, over and over again, can be 
a little too repetitive. If variety is the spice that flavors your game, look 
no further than Access' Links Championship Course series, the mother 
lode of diverse golfing challenges. Here's the lineup so far: Banff 
Springs, The Belfry, Bighorn, Bountiful, Castle Pines, Coghill, Devil's 
Island, Firestone, Innisbrook, Mauna Kea, Pebble Beach, Pelican Hill, 
PiNEHURST, Prairie Dunes, Riviera, and Troon North. 

The beauty of the Access add-ons is their compatibility with 
Links 386, Links 386 CD, Links 386 Pro CD, and Microsoft Golf 
for Windows (version 1.0 or later). Links 386 CD even allows you 
to convert the original, low-res Links courses for use with the 
newer graphics engine. 

All the other golf sims come up short in the add-on category 
PGA Tour 96 comes with two courses. Spyglass Hill and TPC at 
Avenel. EA recently added Spanish BAY-Scottish-style links on 
the Monterey coast— hopefully with more courses in the works. 
Time will tell if Grolier's Norman establishes a strong enough 
foothold to justify additional courses. The title ships with two 
courses. Medalist Goif Club, co-designed by Norman and Pete 
Dye, and the fictional Dorset Cliffs. 

The availability of add-on disks is a chicken-and-egg dilemma. 

If a golf sim founders on the market, additional courses are a 
wasted expense. However, the promise of additional courses can 
be a huge selling point. In the final analysis, the winners are 
those companies who exhibit a strong initial commitment to their 
product, such as Access’ Links series. 


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Circle Reader Service ff49 






SPECTACULAR 


THE AMBASSADOR 
OF COLF GAMES 


I SNEAK 
'PREVIEW 

GAME STILL IN DEVELOPMENT 


Continues 
To Dominate The Fairway 

BY SCOTT MAY 

f the governors of golf had to pick an ambassador to the sport, 
they couldn't do much better than Links, Access Software's 
incredibly popular simulation series. It’s a series that has 
inspired several generations of newcomers to learn the sport. 
Not bad for "mere" computer software. Well, now that everyone 
has had the chance to 
savor the latest in the series. 

Links 386 CD, Access has 
decided to move the proverbial 
carrot forward, dangling this 
beautiful morsel within the 
reach of sim golfers. If you ever needed a good reason to upgrade, the 
new graphically enhanced Links LS could be it. 

Links first hit the digital fairway in 1989, based on Bruce and Roger 
Carver’s immensely popular World Class Leaderboard Golf. Hallmark 
features of the original Links included video-captured golfer animations 
and photorealistic. Subsequent revisions improved the graphic display, 
while adding more goodies such as stereo sound effects, fly-by hole 
previews, audio commentary and, for Mac users, voice recognition and 
multiplayer games via modem or network connection. Meanwhile, more 
than a dozen add-on course disks secured the game’s position as reign- 
ing champ. 

The blueprint for the Links LS series (LS stands for Legends in 
Sports) is for each release to feature a new golfing resort-complete 
with a 3D virtual tour of its clubhouse-along with the 
home course of a golf legend. The initial release 
includes the twin courses of Hawaii's Kapalua Resort, 
along with Arnold Palmer’s home course of Latrobe 
Country Club, with a multimedia peek inside Arnie’s 
personal office and library, employing a 16-bit version 
of the virtual reality engine from Under a Killing 
Moon. The program also contains extensive video 
interviews with Palmer and Ed Seay, his co-designer at 
Latrobe. The plan is to replicate this format, spotlight- 
ing different golf legends, in future Links Tour Puyer 

add-on disks. In time, players will not only have a solid 

collection of famous courses, but a virtual library of 
golf knowledge from the best in the business. 

The framework and much of the gameplay of Links 

LS have been preserved. Everything else, though, has " 

been revamped for today’s powerhouse PCs. If you have a local-bus 
video card with at least 2 MB of RAM, the new graphics engine will 
offer you resolutions up to 1280x1024 in 16 million colors and a stun- 


ning 1600x1200 in 65,000 colors. Paired with a 17-inch or larger moni- 
tor, the beauty and scope of the game’s onscreen real estate is 
absolutely breathtaking. Other new graphic delights include vastly 
improved light source technology, 3D perspective scaling, and some of 
the most realistic haze and sun bleaching effects you’ve ever seen. 

The player interface sports a sleek new look, and the bottom control 
panel now appears and disappears at the flick of a mouse, like the 
Windows 95 Taskbar. The familiar swing meter features a new look, but 
essentially functions the same. Up to four user-defined camera windows 
can be placed anywhere on the main view screen, as well as a chat 
window for modem and network play. Though a DOS-based program, 
the game runs acceptably in Windows 95, provided you have 16 MB 
RAM. Access does plan to release a native Win95 version next year. 

Other new features include multiple play modes-finallyl-such as 
Stroke Play, Match Play, Best Ball and Skins, Having trouble seeing 
the ball at high resolutions? Now you can either change the pixel 
size of the ball or turn on automatic ball tracking. You can also rede- 
fine system sounds and <, 

golfer animations, ' 

depending on your sys- HHB 

tern speed and storage IHBi 

space, including variable 
size and motion detail 
(15 to 30 frames per 
As 

you can record 
game and then 
compete against that 
recorded performance, 


TO A HILL Multiple camera win- 
dows leave you with no questions as to 
path of your ball’s flight. 

The new game enhances this 
feature by allowing you to also 
record a computer opponent, 
whose performance fluctuates 
with every replay. Another inter- 
esting new feature allows remote 
opponents to play the same 
round of golf, unlinked, then 
compare their final outcomes 
using a built-in score verification 
utility. 

If you ever thought that the 
Links series was losing its edge, 

■ then Links LS will surely turn you 

around. With new features and graphics that push the envelope. 

Access' next level of gameplay looks set to establish another period of 
dominance on the golfing sim fairway. 


GLORIOUS GREENS The control interface pops up 
only when needed, so as not to obstruct Links LS’s 
dazzling 24-bit color vistas. 


CG 


JULY 1996 



TUffTNICmUl 

;j|ii7iiiay}Ji/iJiM 


'Barnone,";--«„rptavjf 
Ihe lines' g„ediblespec«j 


Supports 


Coming Soon 

For more onAiis, ask your local software retailer. 

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►SPORTS SPECTACULAR 


Games For The 
Sports-weary Sports Fan 

BY JEFF GREEN 

I f you Ihink there’s more to life than baseball, football, bas- 
ketball and hockey, you may not be right, but you're certain- 
ly not alone. While these games tend to dominate the com- 
puter sports scene— just as they do in real life-there are 
always alternatives for those tired of the same old thing. We 
switch you now to CGWs ESPN2. 

KICK ME 

Thanks to the '94 World Cup in Pasadena, U.S. interest in soccer is 
finaliy growing after decades of indifference. Soccer sims, too, long 
in other markets, now seem poised to cross over as well. 
Electronic Arts' FIFA Soccer 96 is a worthy member of the compa- 
ny’s great sports lineup. Deftly straddling the arcade/sim line, the game 
offers rich, satisfying action and enough decision-making to keep things 
(relatively) honest. EA has improved the Al in this version, so strategies 
such as game plan, formation and pitch coverage actually seem to 
affect gameplay. The Al also seems tougher: thankfully, it's now pretty 
(for both you and the computer) to score. So even if you're 
stinkin’ up the field like I’ve been known to do, your opponent isn’t nec- 
going to rack up 15 goals by half-time. 

VR Soccer '96, the first release from Interplay’s VR Sports division, 
has one big pius: awesome graphics. The 3D motion-captured players 
are amazingly realistic, and the 360-degree field of vision, allowing you 
to roam ali over the fieid from virtually any perspective (including first- 
person from any player or ref) is sfate-of-the-art coolness. Game options 
robust, with 44 teams to choose from for exhibition, tournament or 
cup play, while multiplayer options let you play with up to 20 people 
a network. 

Yes, the chrome looks good, but gameplay-wise VR Soccer could use 
tuneup. Some of the setup is confounding 
instance, why can the formation only be 
when the ball is in play?), and the con- 
are awkward-a problem compounded 
an annoying manual that only discusses 
passing and shooting techniques with a joy- 
stick, use of which is supposed to be option- 
Worse, the Al seems maddeningly unreal- 
istic at times. My goalie-computer-con- 
only-was either blind, a moron, or 
because he was letting shots roil by 
my grandmother could have stopped- 
and she’s dead. We'll have a full review of VR 
Soccer next month or you can red card us. 


I 


DISCUS AMONGST YOURSELVES Olympic Summer Games puts an arcade 
spin on Olympic events like the discus, 


I 


PELE WITH ME VR SOCCER lets you view the action 
from the first-person perspective of any player Now 
where’s that BEG when you really need it? 


CARRYING A TORCH 

Only lazy people will be watching the Olympics this summer. Serious 
athletes will be plopped in front of their computers, playing Olympic- 
style games. So far, we’ve looked at betas of two titles timed for a sum- 
mer release. 

Bruce Jenner's World Class Decathlon from interactive Magic 
attempts to meld strategy with 3D twitch action as you make your way 
through the 10-event he-man extravaganza. You’ll need to allocate points 
for live skills-sprinling middie distance running, weight throwing, 
jumping and coordination. How you divvy them out will affect your per- 
formance. We looked at early beta code, and the Al wasn’t really in 
place yet, so it remains to be seen how well the stats tie into the game 
action. This will probably make or break this game. 

Eidos interactive’s (formerly U.S. Gold) Olympic Summer Games lets 
you participate in 15 different events, including track and field, swim- 
ming, fencing and shooting. This is a more unabashed arcade tille-the 
pre-release documentation goes on about “button bashing” but men- 
tions not a word about stats or strategy. This doesn’t mean it Isn't real- 
istic, though. In my first attempt at the discus I tossed it straight up in 
the air and it landed smack on top of my head. That’s about as close to 
real life as a sports sim is going to get for me. 

FISH FRY 

And then, there’s the brave new world of fishing simulations. No, it's 
not as easy as it sounds, and there’s a lot 
more gameplay than you might think. 
Following Sierra’s Trophy Bass, which 
received four stars in our February issue 
(and which has a sequel due this winter), is 
GameTek’s Fly Fishing (working title), due 
later this summer, which lets you fish in 
three U.S. rivers— the Yellowstone, the Green 
River and the Silver Creek. Choice of fly, lime 
of day, weather, river depth and temperature 
all factor into your search for trout. Nice 
video-captured rivers and an encyclopedia of 
fishing lips round out a title that may hook 
gamers of all types. % 



c 


1 

PS& 


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rsi 

mr 800-699-4263', 7/f; 

1 u ■ POB 234 Dept 10718 Rochester, VT 05767 

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'THRUSTMAS- 
TER F-16 FLCS’ A 

versatile stid< with 
virtually unlimited 
programmability. It 
looks and feels like 
it was ripped out 
of the jet. The ulti- 
mate edge for any 
flight sim. Offers a 
grip modeled after 
the F-16 Fighting 
Fakx>n, four 8-way 
hat switches & a 
dual stage trig- 
ger. S108 



'STRIFE' is a fast paced 3D action game with a 
riveting RPG storyline. Here medieval and high 
technologies combine to form a world where war- 
fare and oppression are a way of life. CD $42 



'WITCHAVEN 2’ 
More power, 
excitment and 
gruesome, bloody 
encounters with 
vile creatures and 
viaous warriors, A 
greatly enhanced 
"Build" engine will 
take you deeper 
into this 1st per- 
son adventure 
with non stop 
action and 
aggressive game- 
play. CD $35 



'GREY WOLF' is 
commissioned for 
service, and you 
have been select- 
ed to captain the 
shipl Your mis- 
sion Is to patrol the 
Atlantic and 
accomplish the 
impossible. Stop 
the convoys, avoid 
the destroyers, 
frigates, depth 
charges, and the 
big guns from the 
battleships. CD SI 9 



‘AH-64D LONG- 
BOW’ combines 
recent history with 
a near future sce- 
nario to create a 
hard core heli- 
copter simulation 
with an unlimited 
number of encoun- 
ters. Two CD’s, 
action video and 4 
different mission 
sets will pump 
adrer^aline into any 
diehard pilot’s 
bbod. CD $51 



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Americn Laser Gm Gun $43 


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CH Pro Pedals $74 

CH Pro Throttle $98 

CH Throttle $62 

CH Virtual Pilot Pro $69 


Oiamnd Edge 2120 XLS272 
Diamnd Edge 2200 XL3329 
Dolphin Virtual Helm $139 
GmeWve32 Plus ISA $139 
Gravis Firebird $58 

Gravis Grip Controllr $84 
Gravis PC Game Pad $19 
Gravis PhoenixyDescnt $83 
Head-On Game MdemS129 


Head-to-Head Cable $26 

Joystick Extend Cable $9 

Joystick Y-Cable $9 

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Logitech WingMan Extr $45 
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Msoft Sidewndr 3D Pro $56 


SSI 525 SurrSnd Dec $179 
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Virtual 10 PC $599 

Virtual 10 PC Pro $799 

Vivid 3D Sound $39 


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IBM ACTION 


Final Doom $46 

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XS $37 


Circle 


IBM ADVENTURE 


7th Gst 2 1 1th Hr. $43 
7th Guest $29 

Abuse $37 

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Aliens $43 

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AzraolsToar $39 

Babylon 5 W95 $28 

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Beavis Butihd Virt St S33 
Black Diamond $44 

Callahns Crslm Saloon $42 
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Chronomaster $19 

Circle of Blood $44 

Crealion $52 

Curse of Dragor $41 

Cyberia 2 $48 

Dame Was Loaded $34 

Dark Earth S45 

Dark Eye $39 

DarkSoed 2 $45 

Day of Tentacle $14 

Death Gale $23 

Death Trap Dungeon $42 

Dinolopia $46 

Down in the Dumps $39 

Druid Daemons Mind $39 

Dune $29 

Ecstatica $35 

Elk Moon Murder W95 $27 

Entombed $29 

Fighting Fanlasy $40 

Flashback $35 

Frankenstein $32 

Full Throttle $45 

G-Nome $43 

Gabriel Knight 2 $55 

Guardians ol Destiny $46 

Harvester $46 

Service ii68 


IBM ADVENTURE 


Heart of Darkness $55 
I Have No Mouth $45 
Indiana Jones Desktop $19 
Journeyman Project 2 $46 
Jumanji $42 

KQ7:Princeless Bride $25 
Kingdom O’Magic $39 
Knights Chase $44 

Lawnmower Man 2 $44 

Legend ol Kyrandia 3 $25 

Leisure Suit Larry 6 $29 

Leisure Suit Larry 7 $48 

Lighthouse $44 

Lion $42 

Lost Eden $39 

Mission Critical $39 

Mummy $42 

Myst 2 $52 

Mysl $48 

Necrodrome W95 $45 

Nemesis $42 

Noir $43 

Normality $48 

Odyssoy $44 

Olfensivo $39 

Orion Conspiracy $36 

Pandora Directive $54 

Phantasmagoria $52 

Police Oust 5 SWAT $50 

Power Dolls $30 

Prince Persia Collect $19 

Promised Land $41 

Psychic Detective $44 

Return to Krondor $45 

Reverence $43 

Riddle Master Lu $35 

Riftwar Legacy $23 

Ripper $50 

Rivers ol Dawn $41 

SQ6 Spinal Frontier $45 

Sato City $40 


IBM ADVENTURE 


Sea Legends 

$36 

Shadoan 

$38 

Shadows 

$40 

Shannara 

$42 

Shivers 

$37 

Shrinking Character 

$45 

Silverload 

$34 

Simon Sorcerer 2 

$34 

Spycraft W95 

$47 

Star Trk: 25th Annvrsry 

$24 

Star Trk: Star Fit AcdmyS46 

Star Trek: Voyager 

$48 

Terror of Deep 

$36 

The Dig 

$47 

The Trial 

$44 

Threshold 

$34 

Time Gale 

$42 

Tommy 

$34 

Under Killing Moon 

$19 

Urban Decay 

$39 

Virtuoso 

$39 

Voyeur 2 

$42 

XenoPhage 

$46 

Zeddas:Serv Sheol 

$39 

Zeram Ull. Alien 

$34 

Zork:Nemesls 

$53 


SHIPPING 

Place an order for an 

out of stock software 

item and receive 

FREE overnight ship- 

ping when the prod- 

uct becomes avail* 

able. Handling $2 per 

1 shipment. 

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CHIPS&BITS 


INC. 


POB 234 DEPT 10718 ROCHESTER, VT 05767 
INT’L 802-767-3033 FAX 802-767-3382 
Ordeis/Questlons; cbisales@sover.net 
Customer Service; cbiserv@sover.net 


'DESTINY' puls 
players in charge, 
controlling the 
development of 
mankind, from the 
Stone Age to the 
Space Age. 
Players determine 
the late of the uni- 
verse, but unlike 
any god game ever 
developed, Destiny 
allows players to 
walk among sub- 
jects in a 3-D 
world. CD $46 






‘WORLD CIRCUIT RACING: GRAND PRIX 2' Fend oil 
challengers at Monaco or blast down the straightaway at 
Mon 2 a! Real tracks, real teams, real cars, real spon- 
sors all In breathtaking, lifelike graphics. CD $41 


‘AD&D DEATH- 
KEEP’ An evil 
necromancer has 
escaped from his ice 
ptiscxi and is wrealc- 
ing havoc on the 
surrounding lands. 
You must journey to 
this bleak, irozen 
wasteland and put 
an end to his legn of 
terror. 25 ominous 
dungeons, 27 morv 
sters and dozens of 
mind boggling puz- 
zles. WIN95 CD $39 


‘THE LAST 
BLITZKRIEG' will 
put you in the 
heat of Hitler's 
last chance at vic- 
tory in the West. 
Detailed battles, 
new land combat 
system, opera- 
tional artificial 
intelligence, six 
scenarios, replay 
feature for reliving 
battles network 
and modem 
play! CD $41 


‘DUKE NUKEM 

3D’Ass stompin' 
aliens have 
landed, and the 
humans sud- 
denly find them- 
selves atop the 
endangered 
species list. The 
odds are a mil- 
lion to one, but 
Duke Nukem 
knows what's 
got to be 
done. Kick 
alien butt! CD $48 


IBM ARCADE J IBM BUNDLES H IBM ROLEPUYING H IBM SIMULATION H IBM SIMULATION H IBM SIMULATION 


Aces Collection $48 
Aces over Europe, 

Pacific, Red Baron, A10 
Air Combat Classics $19 
Lucas Combat collecllon. 
Battle Hawks 1942. 

Secret Weapons 
Luftwalle, 

Their Finest Hour, 

Atari 2600 AP W95 $25 

Atari 2600 AP3 $25 

Attack Slack $26 

Bullfrog Pak $22 

ID Anthology $64 

Kings Quest AnthI $54 
Legend of Kyrandia $25 
Leisure St Larry Anth $47 
Lost Adventures $29 
Lost Treasures of Infcm $34 
Lst Treasrs Infocorri 2 $25 
Might & Magic Tril $19 
Mystery Collection $19 
Origin Pak $29 

Police Quest Antholgy $48 
Populous 2/Pwrmongr $15 
PowerHils Battllch $19 
Blech 182, 

Mechwarrior 

Space Quest Anthology $48 
Star Control Coll $19 
Star Trek Emissary $46 
The Archives 1 $27 

Indy 4, Sam & Max, 

Day of the Tentacle, 
Starwars Screen 
Saver. Rebel Assault 
Demo 

Turning Point $29 

Ult Game Col $29 

Ultimate Family Games $24 
Zool Bundle 1 8 2 $19 

CGW796P? 


ADD Three Worlds 

$26 

A.T,FW95 

$48 

Alien Legacy 

$39 

A10 Attack 

$48 

Anvil of Dawn 

$34 

AtOTank Killr 2 

S48 

Arena Deluxe 

$47 

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$25 

Betrayal at Antara 

$48 

ACS Navy Fightrs GId 

$48 

Champions of Krynn 

$19 

ACS US Navy Fghlr 

$47 

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$29 

AH 64D Longbow W9S $51 

Curse of Azuro Bonds 

$15 

Across Desert 1941 

$48 

CyberJudas 

$36 

Air Cmbt Pacfic 1942 

$16 

Dark Queen of Krynn 

$19 

Air Warrior 2 

$40 

Death Keep wgs 

$39 

Apache 

$44 

Diablo 

$46 

Archimedean Dynsly 

$44 

Dungeon Master 2 

$38 

Assault Rigs 

$36 

Elder Scrolls 2 

$49 

Battlecruiser 3000 

$45 

Eye of the Beholder 3 

$15 

Big Red Racing W95 

$35 

Knights Xentr PG13 

$34 

Black Knight 

$46 

Lands of Lore 2 

$49 

Chaos Control 

$24 

Lands of Lore 

$25 

Combat Air Patrol 

$25 

Lords of Midnight 

$43 

Command Acos W95 

$47 

Might 8 Magic 3 

$19 

Confirmed Kill 

$42 

Might 8 Magic 4 

$19 

CyberBykes 

$31 

Might 8 Magics 

$19 

Cyclemania 

$19 

Pools of Darkness 

$19 

DDay Qper Overlord 

$25 

Havnift 2 Stn Prop 

$46 

Dawn Patrol 2 

$42 

Riftwar Legacy 

$23 

Dawn Patrol 

$17 

Rims Ark Shadow Riva $46 

Dawn Patrol Hd/Hd 

$25 

Shadow Caster 

$15 

Daytona USA 

$40 

StarTrek D S Nine 

S41 

Death Race 

$34 

Star Trek TNG Finl UntyS46 

Demon Driver 

$39 

Stonekeep 

$50 

Descent 2 W95 

$48 

Terracide 

$42 

Descent Bundle 

$26 

Thunderscapo 

$44 

Destruction Derby 

$38 

Ultima 7 Series 

$15 

EarthSiege 2 W9S 

$48 

Ultima 8 Pagan 

$18 

F16 Fighing Falcon 

$44 

Ultima 9 Ascension 

$52 

FA 18 Hornet 2 

$48 

Ultima Trilogy 2 

$19 

FA 18 Hornet 

554 

Ultima Undrwid 1 8 2 

$15 

Falcon 3 SDt FghiTgr $12 

Ultimate Famlasy 

$19 

Falcon 3 SD2 Mig 29 

$9 

Unlimited Advtrs 

$19 

Falcon 3.0 

$16 

Wizardry Gold W95 

$36 

Falcon 4.0 

$52 

World of Xeen 

$24 

Falcon Gold 

$52 


Fast Atlack 

$44 

Micro Machines 

$30 

Fight Falc Baghdad 

$64 

Mig Alley 

$46 

Fighter Duel 2 W95 

339 

Nascar Racing 

$47 

Fighter Duel Pro 

$34 

Nascar Rcng Trk Pk 

$24 

Fleet Delndr Gold 

$42 

Need Spd Gold W95CD$51 

Flight 

$25 

Net Racer 

$44 

Flight Sim ToolKit 

$16 

Privateer 

$15 

Flight Unlimited 

$40 

Rally 

$39 

Flight Unimtd W95 

$48 

Red Baron 2 

349 

Flying Corps 

$44 

Red Ghost 

$39 

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$42 

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$34 

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$42 

Rengad 2 Jacb Star 

$26 

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$39 

Retribution 

$19 

Great Naval Battles 3 

$41 

SU-27 Flanker W95 

$39 

Great Naval Battles 4 

$43 

Sail 95 

$43 

Great Naval Battles 5 

$44 

Sail Sim 3 East Coast 

$29 

Grey Wolf 

$19 

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$46 

H.A.W.C. 

535 

Silent Service 2 

$16 

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$44 

Slipstream 5000 

$35 

Hell Cats: Leyte Gulf 

$24 

Sub Battle Simulator 

$12 

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$46 

TFX EF2000 

$45 

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$48 

Terminal Velocity 

$34 

Indy Car Rcng 2 W95 

$48 

The Darkening 

$54 

Indy Car Hcng Comp 

$25 

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$47 

Interactive SalIng 

$45 

Top Gun Fire at Will 

$44 

Iron Assault 

$39 

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$46 

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$47 

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$33 

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$39 

Vette 

$14 

Korean Crisis 

$48 

Werewolf v Comanch 

$48 

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548 

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$46 

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$29 

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$33 

MS Flight Sim 5.1 

$53 

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Manic Karts 

329 

Wings of Glory 

$18 

Max Overkill Multi 

348 

Wipe Out 

$38 

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$15 

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$46 

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$40 

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342 

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Hyper 3D Pinball $34 

Judge Dredd 536 

Last Bounty Hunter $37 

Lobo $34 

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Loony Lbyrnth Pbll W95$29 
MS Return of Arcade $29 
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Metal 8 Lace NR18UG $5 
Mnly Pylhns Wsle Tme $36 


Mortal Kombt3'W95 $46 
Panzer Dragoon $39 

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Pinball Fantasy DIx $29 
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Pinball Mania $29 

Pinball World $35 

Piltall W95 $43 

Pro Pinball The Web $28 
Psycho Pinball 525 

RayMan $43 

Rebel Assault 2 $47 

Road Rash W95 $40 

Tetris Gold $25 

Timo Pockets $46 

Toh Shin Den $44 

Tri-Tryst W95 $24 

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Virtua Fighter $39 

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■KNIGHT’S 
CHASE’ Most bat- 
tls lines are drawn 
over the distance 
between two 
hearts. You’ll need 
keen deductive 
skills & expert 
swordsmanship to 
bring your beloved 
back with you to 
the present. 
Chivaliy & cunning 
\vll be your guides 
on this incredible 
adventure. CD S44 


tomb; 





‘ENTOMBED’ will 
pit you against an 
ancient civiliza- 
tion's technology, 
their insidious 
traps and a deep 
underlying mys- 
tery of monumen- 
tal consequence. 
Armed with only 
the diary of a pre- 
vious colleague, 
you must solve 
the mystery of 
your failed prede- 
cessors! CD S29 


'THE COMPLETE 
CARRIERS AT 
WAR' provides a 
total picture of car- 
rier combat no 
other simulation 
has matched for 
both excitement 
and historical 
accuracy. It con- 
tains C.A.W. 1, 
C.A.W. 2, the 
Construction Kit, 
the war scenarios 
as well as new 
scenarios. CD $42 






You’ll find the latest and greatest gaming Info on the 
web at Computer Games Oallae. Brought to you by the 
knowledgeable folks at Computer Games Strategy Pies 
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'JAGGED 
ALLIANCE: 
DEADLY 
GAMES' The 
award winning 
Jagged Alliance 
continues with 
everything you 
asked for and 
more. New merce- 
naries, multiplayer, 
scenario/campaign 
editor, new wea- 
pons, new terrain 
and a multitude of 
missions. CD $39 


IBM SPORTS 


3-Decalhlon $42 

APBABBall3 $37 

Aaron vs Ruth W95 $44 

AIIStarBsbllwgS $33 
Blood Bowl $29 

Brett Hull Hockey 95 $29 

Collg Slam Bsktbll $44 
FIFA Inti Socc 96 $40 

Frank Thos Baseball $44 
Front Pg Bsbll 96 $48 

Front Pg FB Pro 96 $48 

Gone Fishin' $25 

Hardball 5 $40 

Hooves Thunder W95 $35 
Jack Nicklaus Muirlld $40 
LinksCourses 1-15ea $19 
Links LS $49 

Links Pro 386 $19 

Madden Football 97 $40 

NBA Jam Tourn Ed. $44 
NBA Live 96 $40 

NCAA Champ Bsktbll $44 
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NFL Super Bowl $39 
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Ascendancy $44 

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Black Beard $34 

Blood & Magic $46 

Breach 3 $40 

C-E.O. $43 

Caesar 2 $47 

Caesar $15 

Capitalism $42 

Celtic Tales $34 

Chaos Overlords W95 $29 
Citiz Bckwlr Attr $42 

Civilizalion Network $47 
Civilization $25 

Civiliztn 2 WAV95 $42 
Clash of Steel $19 

Clockwerx $24 

Colonization $25 

Comm Cnq Cvert Oper $22 
Comm Conquer 2 $52 

Comm Cnquer Red AIrt $48 
Command & Conquer $47 
Command & Cnqr W95 $48 
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Conquest New World $46 
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Deadlock $47 

Destiny $46 

Detroit 315 

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Free Enterprise 

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Circle 


K: IBM STRATEGY 


New Horizons $34 

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Shadow of the Emperor $35 
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Sim Ant $40 

Sim Earth $40 

SimCity 2000 W95 $51 

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Space Marines $44 

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Total Mayhem 

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S37 

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$29 

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Warlords 2 

$19 

Warlords 2 DIx 

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Game Wizard Pro $32 
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Jeopardy $29 

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Masterpiece Mansion $39 
Mnty Pythn & Hly GrI $50 
Monopoly $40 

Muppel Treasr Is1 $39 
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Pert Plyr Poker W95 $24 

Pinball Arcade $28 

Playboy Interviews $34 
Pool Champion $33 

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Scrabble Deluxe $19 
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Shanghai! Gn Moments $26 
Software Tootwrks Ref. $59 
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Solitaires Journey $16 
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TV Guide Crossword $19 
Take Your Best Shot $20 
Tang Chi W95 $25 

Trivial Pursuit $25 

USCF Chess $40 

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'ZORK NEMESIS' 
Th 0 forces of the 
Underground beck- 
on you to uncover 
themysteiy behind 
the Nemesis curse. 
Travel through 5 
mind bending 
worlds to discover 
the ancient secret 
of Aldiemy, that \m 1I 
tree the trapped 
souis from evil's 
grip... Before you’re 
imprisoned for eter- 
nity. CDS53 



•THRUSTMAS- 
TER F-16 TQS' 
You’ve got one 
of the best flight 
sims on the mar- 
ket and the soft- 
ware is more 
sophisticated 
than ihe best the 
military had ]ust 
a few years ago, 
but you're still 
using your keyboard to fiy it? Wrth the "TQS" youTI be ftying 
that bird from an F-16 Cockp^ User conf^rable, thumb 
trackball, fore and aft throttle movement, dogfight switch 
and throttle tension adjustment wheel. S108 




‘RENEGADE 2: 
RETURN TO 
JACOB’S STAR’ 

Sends you back to 
this troubled star 
system anal 

new and even more 
mysterious TOG 
threat! More than 
just spectacular 
graphics, dnemalics 
and sound effects, 
youl fly 60 new mis- 
sions and ^ an af 
new Legal! class 
TDGshIp. CD$26 



‘AFTERUFE’ This 
world building sim 
lets you create the 
hereafter in the 
here and now. 



unearthly sense of 
humor, it all begins 
in a god-knows- 
where galaxy. As a 
regional spiritual 
(irector your task is 
to develop two 
prime planes of 
unreal estate. Hea- 
ven Shell! CDS47 



‘BATTLE- 
GROUND 3: 
WATERLOO’ 
Under the com- 
mand of 

England's Duke 
of Wellington 
and Prussia’s 
Field Marshall 
B I u c h 6 r , 
Napoleon, could 
not be Slopped 2 
days before at the 
tv/in battles of 
Ligny and Qualre- 
Bras. CD $42 


1 IBM WAR GAMES I 

1 IBM WAR GAMES I 

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1 IBM HINT BOOKS I 

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Aegis 

S19 

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$39 

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S42 

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S19 

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$44 

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Stalingrad 

339 

Anvil of Dawn 

$14 

FIFA InI'l Soccer 96 

$18 

Police Quest 5 

$16 

American Civil War V2 

S24 

Gary Grigsby War RussS19 

Stalingrad Campaign 

$29 

Ascendancy 

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Fade to Black 

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Prisoner of Ice 

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Anticlam 

S15 

Gene Wars 

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Star General W95 

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Ascendancy 2 

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Fantasy General 

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Bioforge 

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FinalDoom Unauth 

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Quake Game Strtgy 

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542 

Harpoon 2 Deluxe 

$29 

Storm Across Europe 

$12 

Blood S Magic 

$16 

Full Throttle 

$16 

Quake Secrets 

$11 

Battle Leyte Gull 

$24 

Iron Cross 

$28 

TACOPS 

$44 

Caesar 2 

$18 

Gabriel Knight 

$10 

Ravenlolt 2 Slone Pro 

$12 

Battle Tank Kursk 

$29 

Iron Cross 2 

$39 

Task Force 1942 

$16 

Celtic Tales 

$16 

Gabriel Knight 2 

$16 

Ravenlolt Slrahd 

$12 

Battle Tnk Barbarossa 

S29 

Kampfgruppe 

$15 

The Great War 

$19 

Champions of Krynn 

S9 

Gene Wars 

$18 

Realms Arkania 

$18 

Battle of Auslerlilz 

$24 

Kriegsmarine 

$29 

Third Reich 

$39 

Chronomaster 

S16 

Hand of Fate 

$12 

Rebel Assault Insider 

$16 

Battle of Bulge 

$42 

Kursk Campaign 

S29 

Tigers Prowl Camp 1 

$23 

Civilization 2 

$16 

Harpoon 2 

$16 

Red Baron 2 

$18 

Battleground Ardennes 

$35 

Last Blitzkrieg 

$41 

Tigers on Prowl Map 

$23 

Civilization 

$16 

Heart of Darkness 

$16 

Relm Zork Nemesis 

$18 

Battleground Gllysbrg 

$42 

Long Lance 

$29 

Tigers on the Prowl 

$42 

Civilization Network 

$10 

Heroes Might & Magic 

$16 

Riddle Master Lu 

$16 

Battleground Shiloh 

$42 

Main Bat Tnk Ctrl Gar 

$29 

Typhoon of Steel 

$15 

Clandestiny 

$16 

Hexen 

$16 

Rittwar Legacy 

$16 

Batlleground Waterloo 

$42 

Main Bat Tnk Mid East 

$29 

USS Ticonderoga 

$34 

Colonization 

$16 

Jagged Alliance 

$18 

Ripper Off. Strat Gd. 

$16 

Battles in Time 

$35 

Main Bat Tnk Nor GermS29 

USS Ticonderoga W95 $33 

Comm Conq Red Alert $13 

Jet Fighters 

$16 

Romance 3 Kingdoms 

4S16 

Battles of Napoleon 

$15 

Malta Storm 

$29 

V Victory Bundle 

$24 

Comm Conquer UnauthS13 

K06:Heir Today 

$10 

SQ6 Spinal Frontier 

$16 

Battleship Bismark 

$26 

Man of War 

$36 

V Victory Mkt Qrdn 

$12 

Command S Conquer 

$16 

KQ7:Princels Bride 

$16 

SU-27 Flanker 

$11 

Blue & the Grey 

S41 

Marianas Turkey Shoot 

$24 

V Victory Utah Bch 

$12 

Conquest New World 

$16 

Legend of Kyrandia 3 

$16 

Secret Monk Islnd2 

$9 

Borodino Napol Invade 

$24 

Operation Crusader 

$39 

V Victory Velk Lki 

$12 

Crusader No Remorse 

318 

Lemmings Chronicles 

312 

SimCily 2000 Strat 

$16 

Charge Light Brigade 

$16 

Operation Overlord 

$29 

War College 

$31 

CyberMage 

$18 

Lords of Midnight 

$16 

SimTower 

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CincPac Midway 

$29 

Over the Reich 

$39 

War in Falklands 

$24 

Cyberia 2 

$16 

Magic Carpel 1 & 2 

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Star Control 3 

$16 

Civil War 1861-64 

$38 

PT0 2 

$34 

WrgmeCS2SD1-14ea $15 

Cyberia 

$16 

Magic the Gathering 

$16 

Star Crusader 

$16 

Civil War Msl Plyr 

$42 

Pacific Storm Midway 

$29 

Wargame CS2 Upgrade $5 

Dark Eye 

$16 

Master ol Magic 

$16 

Star Trail 

$18 

Civil War No Grl Glor 

$16 

Pacific Storm Solomon 

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Wargame CS3 Rifles 

$39 

Dark Forces 

$16 

Master ol Orion 

$16 

Star Trek Judge Rites 

312 

Close Combat W95 

$39 

Panthers Shadows MapS23 

Wargame Const Set 2 

$39 

Dark Sun 

$12 

Master of Orion 2 

$16 

StarTrek TNG 

$16 

Conflict Korea 

$15 

Panthers in Shadows 

$42 

Waterloo 

$9 

Dark Sun 2 

$12 

MechWarrior 2 

$16 

Slonekeep 

$16 

Custers Last Command $32 

Panzer General 2 

$42 

When Two Wrlds War 

$15 

Descent 

$16 

MechWarrior 2 Add On $1 1 

Syndicate Wars 

$18 

D-Day Amer Invades 

$39 

Panzer General 

539 



Descent 2 

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316 

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$15 

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$42 

■ HINT BOOKS ■ 

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The Darkening 

$18 

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$19 

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$30 



Diseworid 

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Mindwarp 

$16 

The Dig 

$18 

Dreadnoughts 

$29 

Point of Attack 

$24 

7th Guest 2 11th Hour 

$16 

Doom 2 

$16 

Mission Critical 

$16 

This Means War 

$16 

Dreadnoughts Bismark 

S9 

Prelude to Jutland 

$24 

A.T.F. Guide 

318 

Doom Battlebook 

$12 

Mnty Pylhns Wstef Tme$12 

Thunderscape 

$16 

Drumbeat 

$42 

Pure Wargame 

$29 

AH64D Longbow 

$18 

Dragon Lore 

$16 

Mori Komb 3 Power Ply 

■ $9 

Tie Fighter 

$16 

Fantasy Genrl W95 

$43 

Red Sky Morning 

$29 

Aces of the Deep 

$16 

Duke Nukem 3D Editor $13 

Noctropolis 

$12 

Tie Fighter Collction 

$16 

Fields of Glory 

$14 

Return to Falklands 

$24 

Across the Rhine 

$16 

Dungeon Keeper 

$18 

Normality 

$16 

Treasure Sav Frontier 

$8 

Fifth Eskadra 

$29 

Rising Sun 

$24 

Aircombal Pacific 

$16 

Dungeon Master 2 

$16 

Outpost 2 

$18 

Ultima 8 

$16 














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•THE LOST 
ADVENTURES' 
8 classic games! 
Thirteen major 
Industry awards! 
This set includes 
Companions of 
Xanth, Eric the 
Unready, the 
complete Spell- 
casting series, 
Frederik Pohl's 
Gateway, Gate- 
way 11; Home- 
world and TIME- 
QUEST. CDS29 



•LIGHTHOUSE: 
THE DARK 
BEING' is a finely 
crafted first person 
adv- of discovery 
and rescue in a 
visually striking but 
strangely unsettling 
world. The sud- 
den kidnaf^ing of 
a professor and his 
baby daughter 
leads the player 
into a rich tale in 
a science fiction 
fantasy. CD S48 




‘DUNGEON KEEPER’ As an evil sorcerer who has coi- 
leded a hoard of treasure over decades of friieveiy, you 
now retreat into your dungeon to enjoy your unjust 
rewards-Ahoslofmonstersawaityourbidding. CDS51 



■NHL POWER- 
PLAY 96’A new 
standard of arti- 
ficial intelli- 
gence, high pro- 
duction. broad- 
cast quality 
audio and 
graphics and 
maximum control 
over game play. 
The only game 
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tion of offensive 
and defensive 
plays! CD $44 


IBM HINT BOOKS 

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1 IBM BUDGET 


1 PLAYSTATION 1 

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Undr Kill Moon 

$16 

Day of Tentacle 

$14 

SNL20th Anniversary 

$16 

Sony PSX System 

$319 

Saturn Core Sys 

$249 

Warcraft 2 Oil. Gd. 

$16 

Detroit 

$15 

Sam & Max Hit the Rd 

$16 

MC Anig Strng WhI 

$69 

Agile Warrior Fit IX 

$54 

Warcraft Off. Secrets 

S8 

Dogz W95 

$19 

Savage Warriors 

$10 

PSX Analog Joystick 

$95 

Alien Trilogy 

$52 

Warlords 2 DIx Off Gd 

$16 

Dragon Lore 

$19 

Scrabble Deluxe 

$19 

Virtual 10 TV 

$399 

Blades ot Rage 

$54 

Werewolf vs ComancheSt6 

Drug Wars 

$19 

Sea Wolf 

$15 

7lh Gst2 11th Hour 

$52 

Blazing Dragons 

$52 

Wing Commander 3 

$16 

Duke Nukem 3D SW 

$12 

Seal Team 

$15 

Area 51 

$54 

Caslivnia Blooditng 

$44 

Wing Commander 4 

$16 

ESPN Sports Shorts 

$9 

Separation Anxiety 

$19 

Casllevania Bldltng 

$44 

Descent 

$52 

Wings of Glory 

$17 

Everywhere USA Gde 

$9 

Serf City 

$10 

Chronicles of Sword 

$52 

Destruction Derby 

$54 

Wizardry 6 Cosmic Frg 

$12 

F19 

$14 

Shakii Ihe Wolf 

$12 

Devil Summoner 

$54 

Die Hard Trilogy 

$52 

Wizardry 7 Crusaders 

$18 

Fields of Glory 

$14 

Sideline Sports 

$19 

Die Hard Trilogy 

$52 

Doom 

$54 

X-ComTerrorfrm Deep $16 

Forlrss Dr Radiaki 

$15 

Sink or Swim 

$16 

Dream Team 96 

$54 

Dream Team 96 

$54 

X-Com UFO Defense 

$16 

GamePack2 

S9 

Sport Accolade Grl 2 

$12 

Final Fantasy 4 

$69 

Eurit 

$54 

X-Wing Collectors 

$16 

Grey Wolf 

$19 

Stellar 7 

812 

Formi Wrld Crimp 

$52 

Fighting Vipers 

$54 

X-WIng Off Strat Gde 

$16 

Gunship 2000 

$14 

Strike Commander 

SIS 

Hexon 

$54 

Golden Axe: Duel 

S39 

Zork:Nemesis Unaulh. 

$13 

HardBallSColl 

S14 

Stunt Driver 

Super Arcade Games 
TV Guide Crossword 

$14 

Legacy of Kain 

$52 

Gun Grifln Iron Rain 

$36 

IBM BUDGET 

Jordan in Flight 

$13 

$19 

Madden Football 97 

$56 

ID4:lndepndnce Day 
Kingdom O' Magic 

$54 



Jutland 


Take Break Crossword 


Magic Ihe Gathering 



30 11 

$9 

Kingdom Far Reach 

$19 

Take Ten 

$19 

Marvel Spr Heroes 

$54 

Legacy of Kain 

$52 

5th Dimension 

$19 

Land Design 30 

$12 

Take Your Best ShotCDS20 

Mrtal Kmbal Trilogy 

$59 

Legend of Oasis 

$62 

Aegis 

$19 

Man Enough 

$15 

Tank 

$14 

NBA Jam Extreme 

$54 

MVP Baseball 96 

$54 

Appollo 13 

$19 

Menzoberranzan 

$19 

Toonworks 

$12 

Power Slave 

$48 

Mage Knght Rayerth 

$52 

Avalanche Intraclive 

$14 

Microcosm 

$16 

Top 100 Games V2 

$12 

Project Over Kill 

$44 

NBA Jam Extreme 

$54 

Bstifelsle 2200 

S19 

Morph Man 

$19 

Top 50 Games 

$19 

RayMan 2 

$54 

NHL Power Play 96 

$52 

CD Romix 2 Prime 

S9 

Mystery Collection 

$19 

Top 50 Games 

$19 

Resident Evil 

$52 

Nood for Speed 

$52 

Card Collector 

$12 

NFL Yearbook 

S12 

US President 

$19 

Return to Zork 

$46 

Panzer Dragoon 2 

$46 

Castle Wollenslein 

$19 

Nerves of Steel 

$16 

Ultima Trivia 

$16 

Ridge Racer Rev. 

$49 

Power Slave 

$48 

Catz W95 

$19 

PGA Tour/Wrld Tennis 

$19 

Under Killing Moon 

$19 

SimCily 2000 

$52 

Primal Rage 

$52 

Chaos Continuum 

$12 

Pert Partnr Bridge 

S9 

V Victory Mkt Grdn 

$12 

Slam & Jam 

$44 

Project Over Kill 

$44 

Chaos Engine 

S12 

Pirates Gold 

$19 

V Victory Utah Bch 

512 

Star Trk Generations 

$54 

Relurn Fire 

$52 

Chronomaster 

$19 

Populous 2/Pwmiongr 

$15 

V Victory Velk Lki 

$12 

Syndicate Wars 

$52 

Hoad Rash 

$52 

Comedy Collection 

$19 

PowerHits Battllch 

$19 

Vetle 

S14 

TNN Bass Tour 96 

$54 

Scorcher 

$54 

Crime Patrol 

$19 

Privateer 

$15 

Video Game Solut 2 

$14 

Teemo Super Bowl 

$54 

Slam & Jam 

$44 

Cycfemania 

S19 

Prof Zany Giveaways 

$6 

Warcraft 2 Shrwr 

$10 

Tekken 2 

$52 

Teemo Super Bowl 

$54 

DDay Begin of End 

$15 

Prot Zanys Jokes 

$6 

When Two Wrlds War 

$15 

The Show 

$54 

The Show 

$54 

DOA 

$5 

Psychotron 

$17 

Wing Comm 1 Deluxe 

$19 

Tob Shin Den 2 

$49 

Three Dirty Dwarves 

$44 

Daring to Fly 

$6 

Railroad Tycoon 

$14 

Wing Comm 2 Deluxe 

$15 

Tomb Raiders 

$54 

Ultimte Mrf Komb3 

$56 

Dark Sun 

$10 

Rebel Runner 

$12 

Wing Comm Academy 

$15 

Triple Play 97 

$52 

VIrtua Cop 2 

$54 

Dark Sun 2 

$19 

Renegade 

$12 

Wing Comm Armada 

$15 

War Gods 

$54 

Werewelt Apoc. 

$59 

Darklegions 

$10 

Rise of the Triad 

$16 

Wings of Glory 

$18 

Warhmer Fnisy Btle 

$52 

Wrld Sens Basebll 2 

$54 

Dawn Patrol 

$17 

Robotech Macross 

$15 

Wolf Hunt Be Hunted 

$14 

Werewoll Apoc. 

$59 

XMen Chidm of Atm 

$52 


Circle Reader Service tf68 



GAME OFFER 


Spend the specified emount 
on any in stock software and 
choose a free IBM game from 
the corresponding list below. 
Request must be made at 
time Dt order. 

SPEND $60 
Battles of Destiny 3.5, ESPN 
Sports Shorts CO, Precision 
Approach 3.5, Airborne 
Ranger 5.25, Gunship 5.25, 
Conquered Kingdoms Seen. 
Disk 3.5, Orlgamo 3.5, Bridge 
Olympiad 3.5, UMS 2Planet 
Editor 3.5, Falcon 3 MIG 29 
ADD on 3.5, Star Trek TNG 
Demo CO 

SPEND $100 

Allied Forces 3.5, Flight Sim 
Toolkit 3.5, Return nf the 
Phantom 3.5, Line in the Sand 
5.25, Shadow Soreeror 3.5, 
SpelICBSlIng 101 5.25, 
Railroad Tycoon 3.5, 
Elements 3.5, Casino 
Gambler Kit 3.5 

SPEND S160 

Air Combat Pacific 1942 3.S, 
Alone In Ihe Dark 3.5, Blood 
Bowl CD, Simon the Sorcerer 
3.5, Star Trek Judgment Riles 
3.5, Ultima Underworld 2 3.S, 
Warlords 2 3.5, Arcade 
Action Xlts.s 

SPEND $200 

Falcon 3.0 3.5, Harpoon 
Classic CD or Win, Jutland 
CO, Under a Killing Moon CD. 
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LOYD CASE* TECHNOLOGY 



Joystick Or 
No Joy? 

What To Do When Old Glory Just i 


Get a 

good joystick, 
a dedicated 
game card and 
be prepared to 
re-calibrate 
early and 

often. If 


fiislcr iincl much higgcr. gr;iphics ha\ c 
niclicallv ini])r(ivc(l , .sicrco soimd comes ' 
oiii of tlic PC. CPUs are lremai(loii.sly 
faslerancl mice ha\ e made our li\ es 
somewhat easier. U-i the joystick port is 
essentiallv the same as it was nearly 15 
years ago. I xjt s lake a look at (his arcane 
and anachronistie piece of teehnologs’. 

The first point is that the jo\s(iek 
adapter does not generate an interrupt. If 
\’on recall the lime S’on set u|) your sound 
card, yon had lospeeilyan inicrrupl (usu- 
ally IRQ S for Sound Plasler compati- 
bles). An inlerriipl is .simply a way for a 
particular desiee (a .soiukI card, for exam- 
])le) to lap the CiPI ! on the .shoulder and 
gel its allention. )o\slick.s don’t generate 
inlerrupls. Instead, joystieks have a eoni- 
mon I/O cukhvss (usual address 201). 
Think of this address as a mailbox. The 
game port puls information into the mail- 
box and the computer picks it up. But 
what information actually gels pul in? 

I lie most obvious answer is the posi- 


tion of the joystick along one axis or tiie 
other. ' 1 he most straightfurw^ard wa\' to do 
this is through an analog-to-digital con- 
yerler {/\L^C}, that would translate the 
analog po.sition of the jo)-,sliek to a digital 
signal. Unfortunately, back when the PC 
w'as invented ADC's were expensive, so 
they resorted to a cheaper solution. In the 
joystick itself are .sev eral patcnliometen:. 
These are simplv' variable position resis- 
tors, much like a knob that might set the 
.speed on a fan or the heat level of an elec- 
tric stov e. Most joysticks hav e two poten- 
tiometers (called “poU ' for short), one for 
each axis. 


may be it’s not so lowly). |ov stick problems 
with games are probably the third biggest 
headache in games today, after .sound 
card and graphics configurations, 'let, it's 
difficult to find useful information on how 
to make joysticks work. I el’s lake a close 
look at the game ])nrl on your PC, cheek 
out its operation and give some .sugges- 
tions on how to fix a few of the problems 
you might have, 

'lire game port on your PC is essential- 
ly the same devsign as the one that .shipped 
with the original IBM PC wav back in 
1982. Since then, hard disks have gotten 




Software Labs has just shipped Power 2 Play 2,0 (P2P), 
which lets you run your DOS titles directly from 
Windows 3.1 or Windows 95, 
rather than having to reboot. 

P2P also ships with a CD-ROM 
with shareware versions of peren- 
nial favorites like Doom, Heretic, 

Return of the Triad, and about 60 
others, though the CD currently 
lacks many newer titles, 

P2P ran Quake from Windows 95 
without a reboot, and with almost 
no drop in frame rate, even at higher 
screen sizes. Trying to run several 
other newer DOS titles-FuGHT 
Unlimited, EF2000, and Duke Nukem 
3D-through P2P crashed the system, 
and we had to hard reboot, P2P will scan your hard- 


drive(s) for installed games, and add them to its list of 

installed games, which you can then assign to five 
hot buttons, where one click launches the 
game. 

Power 2 Play does offer convenience for 
those who have grown weary of the C;\ 
prompt, and doesn’t appear to slow graphi- 
cally-intensive titles, which is impressive. 

But it won’t run all titles straight away, and 
you’ll still need to massage more cantan- 
kerous titles manually. Its Ul is fairly 
straightforward, though obviously 
designed for Windows 3.1 , lacking 
Windows 95’s right-mouse-click 
Properties-type features. A more Win95- 
friendly Ul is in the works. At S34.95, it 
will mean less clicks to run your DOS titles, but is more of a 
nicety than a necessity. 


JULY 1996 





TECHNOLOGY 


LOYD CASE 


In (he game card is a timer circuit that 
outputs a signal whose time duration 
varies, depending upon tlie position of the 
jov-stick. Hie game must contimiallv poll 
the I/O address of the game card to get 
the duration of the signal, and hence the 
position of the joystick. 

1 ct me repeat: the game software must 
canliinialh’ poll the I/O address to get 
accurate informaliori on the joystick posi- 
tion, meaning that valuable CPI 1 eycics 
are being burned to read information on 
your joystick’s position. In fact, as much as 
15 percent of your computer’s CPLl may 
be eaten up polling the joystick. 

IF YOU CAN'T STAND THE HEAT... 

There’s another mb. The duration of 


more Ilian a few jo\ stick ports in sound 
cards, undergo a |>heuomeuon called 
iheniial drift. As the computer w arms up, 
the josstick signals' durations actuallv 
change, and this deviation is the main 
.source of joystick drilt. W ith realh' cheap 
game cards, \'ou coirstantiy have to re-cal- 
ibnite your joystick. ( )f course, modern 
I ’ci itiiii 1 1 sysici ns witi i lots of uiemoiy and 
sophisticated graphics cards generate 
even more heat, causing more thermal 
drill and, , . well, you get the picture. 
Another source of cliff icullv are cheap joy- 
sticks, whose ])otsand springs tend to get 
thrown out of whack after rclativeh’ limit- 
ed ii,se. 

Okay, .so ynu’ve dropped over a hun- 
dred bucks on a premium joystick with a 


the joystick po.sition signal changes w hen 
the speed of the computer changes. This 
is what the infamous joystick calibration 
routines are actuallv doing; calibrating the 
game card and jovstick to the speed of the 
computer. But wait, it gets worse. i\ lost 
cheap game caals. and 



ga/illion buttons. . . or mavbe onlv four 
buttons, such as the Cl 1 Mightstick Pro or 
T'Hiti!s'IM \S'n :t< PCS, 'ibu pick up a game 
that osteusibK .sup])orts one of these 
acKanced controllers, only lo find that vou 
have a verv' expensive, two-bntton jo\ - 
stick-the other buttons, cool add-ons and 


Logitech sfiems to have scored a direct hit with 
id's John Romero, who endorsed the new 
Warrior as the ideal controller for Doom. The 
Warrior is the latest addition to Logitech’s family 
of joysticks which include the WingMan and 
WingMan Extreme. 

What makes the Warrior different is 
what Logitech has 
dubbed the 

SpinControl. a horizon- 
tal knob located to the 
left of the joystick. 

Using the SpinControl, 
players can make faster 
turns and quickly spin a 
full 360°, a much-needed 
capability for surviving frag- 
fests. There are plans to 
map Quake's “free took” fea- 
ture into Warrior’s repertoire of maneuvers, but 
these won’t be complete until Quake ships. 

The Warrior connects to a serial port, so if 
you’ve got a mouse in your first serial port and a 
modem in your second, you’ll need to unplug 



one of them to use the SpinControl. You'll also 
have to unload any DOS mouse driver you’ve got 
loaded, and load Warrior’s driver. Future plans 
include a Plug-and-Play serial port card for 
Warrior, and a version that connects via Intel’s 
upcoming Universal Serial Bus (USB). 

Is Warrior worth the fuss? We recently received 
a shipping version, so we’ll test it and let you 
know what we find. The 
Warrior lists for S99. For 
more information, contact 
Logitech at (800) 231- 
7717. Dave Salvator 
“Green PCs"— If you have 
an energy-efficient PC 
that automatically powers 
down when, not in use. 
you might deactivate 
the green features 
while playing joystick- 
enabled games. Since joystick 
calibration is dependent on the speed of the CPU, 
the joystick will go completely out of whack when 
the system shuts down, and will not return to 
exactly the same calibration when your computer 
comes alive again. This is particularly true if you 
have one of those speed-compensated game cards. 


ihrolllc w lic'cls cloii’l .scan lo work. It’s 
likdy tbiil you Ikivc an older, imihifuiic'- 
iion I/O card tliat onlv,sii])porl.s a .single 
jovstick. Reconned yonr joystick to either 
a sound card or a dedicated joystick card. 

Tlicri there are the speed-compensated 
ganieeaRls. Thriistiiiasler, CT I Products 
and Advanced (>ra\i,sall offer cards that 
ostciisihly eonipeiisale for the speed ol the 
Cl’l I. Wliat they really do is adjnsl llie 
diiralioii of the joysliek signal, and hav e 
been a boon for .sonic older.sollware whose 
joystick roiiiiiies have trouble mnningon 
vciy fast coni|)uters. 'I lie real benefit of 
tiiesc cards is liie use of higher cinalilycom- 
ponciiLs. which niininii/es theniial drift. 

Aiotlier culprit of jov stick [irohlenis is 
poor game design (snrpiise, snriirise), lAr 
example, some calibration routines ask 
you lo ])re.ss a button vvlien the jovstick is 
in tlic upper-left orlower-riglif position. 
Then they read the values and assume 
they’re coitccT. But w hat if von haven’t 
c|nite gotten the stick jaiiiined against the 
comer when you pres.s a bnlloiP Tlie 
result is instant joystick drift. Some games 
assume that computers will never get 
faster, They use smallish miiiibers {.sav, 8- 
bil integers) loeoiinl the joystick pulses. 
When the user doubles or triples the com- 
puter .s])eed (let’s saylhey move from a 
486/33 to a Pentium 100), suddenly the 
joystick doesn’t work rigi it. ' I here have 
been a number of game paid les i,s,sued 
for older games to solve this problem. 

Are jovstick ])roblems going lo be with 
us forcver?'lhe art of [irograiniiiiiig the 
gameport is arcane and not well uiicler- 
stood, even among many game devdo])- 
ers. /\s games move to Windows 93. game 
devdopers vv ill begin using standard wajs 
of accessing the game porl. Tlic Windows 
93 Games Software nevdopmcnl Kit will 
even liave a .set of tools called Dircctinpul 
that lets manufacturers of .sophisticated 
controllers add drivers to Windows 95 tiial 
allow any Direclliijiul-enahied game lo 
use their controllers. 

for today, however, we still have lo liv'c 
within the limits of llie old IBM game 
port teclinologv. The best .solution today is 
to get a good joystick, a dedicated game 
card and be prepared lo re-eaiibrate early 
and often. S 




JULY 1996 





I got an offer to run a satellite sales office. 
Aspire. To Do More. 

But there was a catch — a 3,000 mile catch. 

I couldn’t bear the thought of leaving home.' 




Fortunately, my company liked the idea of 


telecommuting. And that’s 
when I got my Acer® Aspire™ 


2550 Minitower. It takes 

me from home to headquarters in seconds. It 

has online software and a powerful fax modem 
A few more things 

that lets me e-mail my executive summaries to 
I can Aspire to do: 

corporate on time. Plus, a large hard drive, a 
Order dinner from a local restaurant. 

high-speed CD-ROM drive and stereo speakers 
Negotiate contracts online. 

that really jazz up my multimedia presentations. 
Manage my company stock options. 

And because my Aspire 2550 Minitower has an 
Keep up with my business journals. 

Intel* Pentium" processor, I have just as much 
Comparison shop for designer clothes. 

computing power as my colleagues at the office. 
And cruise the Internet. 

Now I can have my latte at work just the way 


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% seconds. 


TECHNOLOGY 


REVIEW • FALCON NORTHWEST P 166 MACH V 

The Falcon Flies 


If You’ve Got The Money, The Mach 1 / Will Deliver The Goods 


by Dave Salvator 

e're alwiiv’s eager lo 
f lest I'lileon 
ii.icliines, heeaiise 
Ihey’re fasl and 
lliey're designed for 
gaming. Tlie com- 
pany's Mach V 
Penliiim BBlook 
top iionors in our 
Ultimate Claming 
.Machine roundup in )aniiar\’, I3ui the 
faste.st just got faster: now tlie Mach V is a 
Pentium Ifihwith all the trinunings, and 
for those with a serious speed jones (and 
dec|i ]X)ckets), this snay he just the fix. 




Price: $4,888 
Manufacturer; Falcon 
Northwest Computer 
Systems 
Coos Bay, OR 
(541) 269-0775 
(800) 258-6778 
www.falcon.com 


l■'irsi. the launch- list o’ himdlcd good- 
ies: 16 MB of KDO RAM. 2% KB syn- 
chronous burst 1 2 cache, a 2,1 CB RIDI'i 
hard-dri\ e, an STB graphics board l)a,sed 
on SvsTfio6-IV with 2MB ofIsIX) 
ORAM, Sound Blaster 16 with a Roland 
SCD-IO Ceiierai MIDI daughlerboard, 
Princeton (Iraphics Ultra 17 inoiiitor, 
Acoustic Research 622 .speakers 
(satellite/suhwoofer), and Microsoft 
Natural kevboard. There’s also a (II I high- 
speed game card, I‘’-I6 CombatStick, and 
Pro Throttle. The rig ships with Windows 
9s pre-installed, and out of tlie box, it’s 
good to go. Rebooting hoin Windows 95 
into MS-DOS mode. I'iilcoi) sets up the 
DOSS'IAR'PBAT file to load real-mode 
drivers for the Cl ! game card, Sound 
Blaster, and mou.se. 

BURN BABY BURN... 

I he good news is that all this heavy- 
duty harcKvarc comes together to deliver 
very good DOS performance. The Mach 


PtrforiiioiiK [Qinpnrlsoii: Folcoii vs. Ztpftyr^ 



Falcon Mach V 

Zephyr Onyx 

How Falcon Rates 

CPUmarkie 

328 

305 

8% faster 

CPUmark32 

Graohics WinMark 96 

331 

300 

10% faster 

; (80Dx600x65K} 

22.7 

25 

9% slower 

Disk WinMark 96 

1090 

657 

66% faster 

jcb-ROM WinMark 96 

459 

609 

25% slower 


$4,888 

$4,080 

20% more 


V cruised smoothly through h’l .l( :i ft' 
UNi,iMrii';n (ninning at 64().x48() with all 
rendering features at max), and DtiKl ', 
NukI'A! 3D ri liming at cS(K)x6(}()\TiSA 
mode using I IniVBK 5.2 (recently 
renamed Disjrlay ["doctor, .see related arti- 
cle in this month’s ■■RRAD.MR"). lAen in 
Qtl.AKl'.-whose default fniinesi/eis 
32()x2(l()-the Mach Vcielisered 30 franie.s 
])er second running OliAKIt's I IniVBI'’,- 
a.s.sisted VRSAsid.mode 20 (512 x 384) 
displa\-mode. In Windows 95, 

Direct Draw -based Mi ;c;iiW{\iu{|{)r 2 also 
ransinnothh-. 

'Ilie Mach WinBench iiunibers 
were also ver\- good overall. Compared to 
the/ephu Oin-x 166 Mil/ system we 
reviewed in April, the .Mach Vs CPU per- 
fonuance was about nine percent faster 
oserall for 16-bit and 32-bit code, and disk 
|)erformance was much better, coming in 
about 66 percent faster than the On\x 
'lire two machines had comparable grajrh- 
ics pcrfonnance, and the onlv place the 
Mach V didn’t c|uite deliver w'as in its 8x 
CD-ROM’s ])erlormance, which came in 
about 25 percent slower oserall than the 
On>^- /\lso, its CPU asage during CD- 
ROM file I/O, at 54 percent, w'as 12 per- 
cent higher than the On)x. But looking at 
sequential read pcrfomiance-the kind of 
file 1/(9 games usually use when loading a 
new' scene or level-the Mach Vconsis- 
tently delivered 8x (1,2 MB/sec) llirongh- 
piit. 'll) address tlie ,s))otty CD-R( )M per- 
fornianee, [‘aicon plans lo ii.se'lbsliiba’s 6x 
CD-ROM clrh'c, which Ihcysay will deliv- 
er better overall performance, as well as 
.solid sequential read throughput. 


'Ihe.Mach V’sCI 1 josstick/throttle .syv 
teiii made for smooth nasigation through 
all the flight sims we ran, and the units are 
easil)- re-calibnited using C! I’s utilities. 

'1 he Pro’l lirottle .software comes with 
config files for many flight sim tille.s. and 
als{> action titles like l^UKt': NUKL\i. and 
Qi i.AKi-;. 

A convenient aspect of the Mach V 
series is that Milcon will build to order. If, 
for e.xample. you want lo .swap out fauev 
speakers and the MIDI daughterboard for 
more RAM. thes’ll do it. And w hile the rig 
we reviewed has all the bells and whistles, 
I'alcon can build a “base" Mach V,s\-stcm 
for about .83,501). 

The 166 Ml 1/ Mach Vcontiniies 
halcons uncom[)romising commitinent to 
making screaming game rigs, but be ])re- 
pared lo pony up. /\t S4.888 as re\icwed, 
the Mach V is not for the faint of ca.sh. 

But if you’ve got the bucks, they’ve got the 
goods. Maybe it’s time to finally take a 
hammer lo \e olde pigg\' banke, . . % 


APPEAL: Hard-core action and 
flight sim aficionados looking for 
ferocious overall performance 
PROS: A solidly fast system all 
around with top-notch peripherals, 
ready to rock out of the box. Handy 
MS-DOS reboot mode from Win 95. 
CONS: Significantly more expensive 
than comparable 
machines from 
major manufactur- 
ers; somewhat 
spotty CD-ROM 
performance as 
tested. 



A 


CG 


JULY 1996 







PAUL SCHUYTEHA • GAME DESIGN 



UAKI'^ h;is been 
I lieralcicd as the 
"next great 
thing," yet llie 
s(jft\s'arc 
engine which 
makes the 
world of 
QuAKr; possi- 
1 ble is anything 
but revolnlionar)'. Its the result of a long, 
hard evolutionary process b\’ [rrograni- 
mers John Camiaek and Michael Abrash 
to enable real-time 3D graphics on home 
computers. 'Mic goal was lofty: a true 5D 
world \rilh sL\ degrees of freedom, 31.D 
graphics with dsnamic lighting effects, 3D 
pla\ ers, monsters and objects, and a mini- 
mum frame rateuf lf)-15 frames per sec- 
ond. ['hjin the.se objectives, one of the 
most complex and sophis- 
ticated 5D engines ever to 
bog down a Pentium 
began to esoK'e, 


MOW'D THEY DO THAT? 

Imagine creating a level 
in any given 3D design 
|)rogram, '^bu apply stone 
textures to w'alls, fix vertical 
beams, install arched 
doorvv'aj's, etc. Y(ju place a 
few lurking demons here 
and there. alongvvith 
weapons and ammo 
boxes. Add some lighting, 
and vou’re ready to go. 

T he trick is converting 
that data into a vv odd 


THE SWORD AND THE 
SORCERER After making a 
killing with Doom, id’s John 
Carmack is out to beard 
the programming dragon 
of 3D space. 


where you can move at high s[3ccds, with 
a consistent frame rate dc.spite v-arying 
lev'cls ofgra|)hic coniplexit)', as you battle 
mtrnsters and tiy' to survive. Wth the 3D 
rendering program 3D Studio, you could 
create a nice animation of this world, but 
it vvcruld lake hours to render, and it would 
be totally non-interactive. 1 low' do )ou 
make this world come alive, and fit the 
parameters outlined above? \V!iere do 
V'ou even start? 

I f you're John Cannack, you start with 
what von know; the Binaiy Space 
Partition (13SP)-driv cn engine of DOON!. 

“1 actually had Doo.\l up and ninning 
before 1 knew' alraut BSP trees.” savs 
Cannack. "1 learned about tiiem when 1 
was doing \V()i,n-:NS'iT;iN for the Super 
Nintendo, because I had to make it go a 
lot faster.” 

T aking the knowledge 
gained in that [rroject and 
rethinking the world in 
three-dimen-sion.s, John 
began the arduous task of 
creating tlie QuAKt; 
engine. iN'Ieanwhile, he 
reemited one of 
Miero.soft's mn.sf-rcspect- 
cd i^rogrammers, Michael 
Abrash, and together they 
would strain for nearly 14 
montlis, inventing a 
hvhrid a))))roach never 
before allempfcd. 

The first problem for all 
first-person engines is 
how to distill the 3D data 
created bv the level 


designer into a localized scene, for any 
given frame of gameplay, that means 
focusing the engine's attention on just the 
immediate parts of the w'orld. 

"'ihere’s two stages," Cannack sa)’s. 
■'Ihe detcmiining what’s visible and then 
the actual drawing of the pixeLs.” 

That's vv'here a BSP tree conies in. A 
BSP tree Ls a software tool to order all of 
the sectors of a virtual world (think of a 
sector as an area of floor, a column, etc.). 
Qi.f.-\KK uses a number of BSP trees. 'Ivvo 
arc used for the game world, to help 
detennine line of .sight and to allow the 
player to traverse the world. In addition, 
each movable object has its own 13SP tree 
(objects like ammo boxes, but not animat- 
ed beasties). 

“It’s esoteric, technical stuff," Carmack 
admits. “A lot of people said that vve 
couldn’t use BSPs for a general 3D 
engine, but we think they’re wTong.” 

In Doom, a single BSP tree was the 
kc)' to drawing each and every frame, but 
things get far more complicated when 
you to.ss in the third dimension. I low do 
you cull out the unneeded sectors during 
gameplay? With levels av'craging around 
10.000 sectors, having to consider extra 
sectors becomes v'en' inefficient, even 
with the help of a BSP tree. 'Ihat problem 
occupied Cannack for several months. 


^§1 I totally 
believe that 
3D is noth- 
ing but a 
mess of 
cheats. 

— id programmer 
Michael Abrash 


JULY 1996 


Jk 





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PAUL SCHUYTEHA 


i)iicl then during one slow; catharlic week- 
end. he solved it. 

Using the w'orld BSP data, Camiack 
des'ised a routine that pre-calailatecl tlie 
Potenfia^H' Visible Set (lA^S) of scclors. 'lo 
calculate a lA^, imagine standing in a 
spot at the center of a room. Now' just fig- 
ure out what sectors are \isib!e from any 
\iewing angle, for a closed room, this isn't 
too hard, since the floor might just be a 
single .sector, and a wall another sector, 
and so on. 

'Ilic PC onl\’ gets into complicated cal- 
culations when you run acro.ss a portal (a 
doorwa); for e.'ami^lc), which is a non- 
poK'gon, and it is the onl\' way to see out 
into other areas, 'llirough portals, you 
simplv calculate what sectors migiit be 
visible until s our line of sight nins out. 
'lliis lA'S information is calculated for 
each sector in a level. 

‘■^bu onlv reallv has c to do this []3re-cal- 
ciilating] once for a level." .said /Xbrash, “nr 
once each time you reallv w ant to sec it per- 
fectlv. for development, you just don't do 


this at ail; you mn around 
and it's kind of .slow," 

UP AND RUNNING 

Once the game is under- 
way, llic QU/\K1'; engine 
takes in the 1A''S infomia- 
tion for the sector that the 
player is ill and the direc- 
tion the5'’re looking. Next 
the engine proccs.ses that 
data to delennine the edges 
of llie visible [johgous, 
wliieli arc then converted 
into ".spaiis"— pro[x.'rly 
clip[)cd hori/.onfal pieces of 
the polygons— that the player will see, 

“I'rame b\- frame," Abra.sli savs, "I go 
llimugli the |X)lentialK- visible set and gen- 
erate the edges, and in the next pass, I go 
through the edges and generate the spans," 

As this is going on. the .surfaces of the 
])olygons arc built in a memorv- cache. 
Ihcsc "meta-tcxturc-s" arc a comhinalion 
of the texture maps which the level design- 


ers chose to a]5plv' to a par- 
ticular .sector. plus the liglil- 
ing infonnation, gleaned 
from a .separate, pre-c-alcii- 
laled lighting map. 

As the frame is being 
built, infonnation about 
anv' objects, .such as amnio 
boxe.s, is then merged into 
the above data. All of this 
infonnation is “/sorted" 
(.sorted by the distance from 
the viewer). Next, as the 
engine constnicts the final 
frame data, the monsters 
and other jjlavcrs are drawn 
in, using a tcchnic|uc know as /.-buffering, a 
rather "old-school" si") tcchniijue of com- 
paring the / distance of each pixel on the 
object bcfoic it is drawn; if it’s closer to v ou. 
then draw it, otherwise ignore it. 

I iislly, any .sprite's are added to the mix. 
Ql uses onlv a few sprites, most 

notahiv for the flames flickering in the wall- 
mounted braziers. 



MICROSOFT CAN KISS 
MIKE ABRASH... good 
bye. The programming tal- 
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id build Quake. 

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Circle Reader Service tt253 





PAUL SCHUYTEHA 


Quake’s level design and gamepl^ will be the deciding 
factor in whether gamers go nuts over it, but id is truly a 
technology-driven company, and at the heart of it all is 
the programming savant John Carmack. 

"This is what I do," says the programmer who is fun- 
damentally responsible for the Doom phenomena. 
"Programming reaily is the defining part of my life. 
Ferraris and girlfriends and stuff like that— okay, that’s 
there, they mean something, but i am a programmer; I 
would do it for free. It’s just sheer luck that something 
that motivates me so much can also make us rich." 

In early 1995, after a long “courtship." Carmack lured 
Michael Abrash away from Microsoft. 

“To be honest, a lot of the other companies did a big, 
scared double-take when they heard that I convinced 


Michael to come here,” Carmack says. “He’s a 
world-dass talent." Abrash had been a noted author 
and speaker on esoteric PC programming. Before 
coming to id, he was also used to being the leader 
instead of the foitower, and he had to make peace 
with that before signing onto the Quake project. 

"Without question, John is the leader here," 
says Abrash. “He’s had five years more experience 
at 3D stuff than I did, he’s better at this stuff than I 
am, and he works more than I do, so, it’s pretty 
clear that if I wanted to get into any pissing match- 
es, it'd be stupid.” 

Modesty aside, Abrash offered these parting 
words on the merit of Quake: “I think, unequivocally, 
Quake is the best 3D technology that I’ve ever seen." 


Innally, this frame of display infonnatioii 
consinicled in sv’steni memory Ls sent to 
your wdeo card’s clisjjlay meiiiory, to 
appear on tlie screen as a compelling, 3D 
gotliic w'orld. And tlicn tlic process begins 
all over again for the next frame. 

BUT WHY? 

.Ml of Ihese complex g) rations are 
necessars' to assure a reasonable frame 


rate. Sure, )'ou could create a high-res 
raj'-easting engine, iDut the resulting 
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L’vcn more importantly, the speed 
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]Dlicatccl areas, speeding up in simpler 
rooms. Tire PVS, by pre-calculating 
much of what a ray-casting engine does 
on the fl)’. presents a continuous 
amount of data to the engine, thereby 


ensuring a consistent 
fr ame rale. 

Inner-wrrrkings 
aside, the end result is going to be a 
remarkable 3D game that will surely 
launch a thoii-sand imitations. /\nd even 
though you may have a perfunctory 
understanding of the game s inner work- 
ings, if the id team has done its work well, 
vou won’t even notice. % 


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SCORPIA* ADV£NTUR£/RPG 





Ripper is 
a murder 
mystery set 
some years 
ahead of the 
present, in a 
time when 
most every- 
one has a 

computer. 99 


Murder 
Most Foul 

Put Down That Knife-Scorpia Melts The ICE To 
Help You Locate The Ripper 


be, the first l\\’o acts are 
alw avs exactl)' the same. 
Even imicli ofActlilwill 
remain the same; hpical- 
K; the differences are in 
certain conversations 
and visual evidence tlwi 
occur insome situations 
but not in otliers. It is 
therefore Act III to which 
yon must pay the closest 
attention, for only here is 
the evidence that pin- 
points the Kippers identi- 
h’.ancljou don’t want to 
miss it or be led astray. 

'Ilie hints and tips that follow are for a 
pu/yle level of moderate (the default) and 
a cyberspace combat lev'cl of easy. In 
.some case.s, a pn/y.le .solution may be dif- 
ferent if you have a different lev el set. 
Combat doesn’t varv; except that dispos- 
ing of the ICE becomes harder as tlie dif- 
ficulty level rLses. Since the game 
Piologue is covered nicely in the back of 
the manual. I am skipping it allogctlicr 
here. 

Act l-jake begins at the police station. 

I le’ll want to talk to eveiyonc here (tliree 
people, in fact), and snoop around 
Magnotta’s desk, as well. It's a jiity that 
Catherine’s WAC (palm-top, all-purj)o.se 


!► Well, the game that started the 
Icurrent multimedia craze Is final- 
ly siring offspring; Myst II is ten- 
tatively planned for this fall; but 
if the ambitious project slides 
into winter, well... 

► Rumors also abound that 
Broderbund is hard at work on a 
sequel to the popular courtroom 
game In the First Degree. Like 
any good prosecuting attorney, 
however, the company isn’t 
revealing its opening arguments 
as yet. 


► Seems that Harlan Ellison was- 
n’t content to have an excellent 
game, I Have No Mouth & I Must 
Scream based on his award-win- 
ning short story; he filed suit for 
“unpaid royalties" from 
Cyberdreams, the game’s distrib- 
utor. The irony is that with the 
way the retail chain works. 
Cyberdreams probably hadn’t 
turned a profit on the game at 
the time the lawsuit was filed 
(we’re not talking sales of 
Warcrar II here, folks). 


0 ihc days grow 
longer, the 
weatber milder, 
Ihc games 
fewer, and bred 
cv'crgnimpicr. 

1 le’s alvvay,s 
that wav' 
around this 
timeofibe 

year, e,specially once the docks are 
moved ahead. ‘■Dayligbl'lliieving'l'ime’’ 
he calls it. and considers it a monstrous 
crime. Perhaps, but there are v et more 
monstrous crimes to be considered. 
Murder, for instance, and inurder in a 
most unpleasant way... 

Ril'i'iut is a murder mv-sterv' sel .some 
vears ahead of the present, in a lime \v hen 
most evenone has a compiiler and 
■'decks in" menlallv- lo the net. Our hero, 
jake Quinlan, brash-mannered reporter 
for a great cvbernetic tabloid, is on the 
trail of a .serial killer known only as-you 
guessed it-the "Kipper." With a little luck, 
and some help from yon, jake might man- 


age lo crack the case without becoming a 
victim himself. 

"THE BLOODY PLAY 
HAS FOUR ACTS" 

' 1 he first two acts of l^lTi^R set things 
up, so to speak; the third act detcmiines 
the identitv of the Ihpper. and .Act 1\' is 


ihc showdown between jake and the 
Ripper in a virtual Whitechapel. 
Regardless of who the Ri])|)er turns out to 


JULY 


CG 






ADVENTURC/RP6 


SCORPIA 




a ijonvn or color, and Ihev don’t 
mo\ c. Bad gin’s arc skeletal, hold 
weapons, and have red eyes. Shoot each 
had guy as many times as yon can. After 
yon win. yon can talk to Mileon in person, 
ending the act. 

Act ll-’lliescene begins at the hospi- 
tal, where you have to ride shotgun while 
h'alcon decks into Catherine’s mind. Do 
(he best you can here; I’aleon will join in 
eventually to wipe the ICi'i when it gets 
heavy, but yon must do your part. 

1 lowevcT. von can't talk to Catherine vet. 
Instead, come back here from lime to 
time during the Act to tell her what you’ve 
learned. 

In the meanwhile, .snooj) around the 
])olicc station. Catherine’s journal was 
encr\pted by Magnotta, and \ ou ma_v find 
something helpful in that regard. I lalf 
comes up right away; the rest of the jour- 
nal will decrypt over time during this Act. 

'I he legible .section liolds the kev to the 
book vault at the apartment. I’ll justsav 
that tire lock is a numeric one; that should 
be enough to get you started. ’ I hen )'on 
obtain the mj-steiy' calculation. Wdrcrc 
does one usually do ealculation.s?')()u 
don’t know?'] hat’s news to me (grin). Bv 
the way, that “X2” is "X squared". 

Since vou’ve read the journal, vou 
know what to do with the two bugs (trans- 
missions from these will come in horn 
lime to lime during Act 1 1 1; there won't be 
an\' during this act). Kntcr Burton’s office 
much the same wa\’ \ on got into the 


computer) isn’t available, but mavbe we’ll 
eateh up with it later, like in Act III. 

Speaking of Calherine, now is a good 
time lo cheek her condition at the hospital. 
Not that Dr. Burton is all that cooperative, 
hut perhaps she has her reasons. I'lirley in 
the Morgue has some intere.sling things to 
.sav. though; happilv, vou won’t have to 
look at the bodies withoul their sheets (one 
of the better features of this game is that it 
docsii’l pander to tra,shy sensittionalisin.) 

I el’s hit the newsroom and .see if 
Catherine left an\lbinglhat might help. 
Sure eitoiigb, ibcre’s an ob,scute-.souriding 
note on Jake’s de,sk. Wliilc you’re at it, 
check her desk, too. 'Ihere are probably 
some leads in that Rolodex file. 

You w'anna play with the ervstals in licr 
apartment, right? Wdiv nut. it’s important, 
after all (heli). If only you knew what to do 
w ith ibem. Well, there’s an astrologv chart 
on the wall, and a birthday card sitting 
there. I bet tlicj'’re all connected, some- 
how. And when it’s figured oirt, what do 
you get? A word. W'liat word? 1^‘t’s [)a.ss on 
that for the moment, and go chat with 
Camhit Nelson at the Cafe Duchamp, 

You’ll pirjbably want to drop in on 
Soap Bcally, too,at)d don’t over look the 
rnaga/inc rack on \our wa\’ out. 'Ihcn 
wc get to (he tough stuff, at the Wofford 
cottage. 'I here are three pn/zles to solve 
here, each one providing a \ aeuirm tube 
yoir need.(\ha/r/i)! /!//x',s’-in this futtiri,s- 
ficage? Don’t think too much, jirst grab 
’em and mov e on.) 


I TOLD YOU ONCE, PUNK You’re going to get roughed up by Magnotta (be 
thankful rea/VR isn’t here yet), regardless of what you do. So, be sure to check 
out the corrupt detective’s apartment and pilfer his desk at the police station. 


'lire maze puzzle can be annoying; the 
gates have to be set twice (in different pat- 
terns) to get the ball to the bollom. Watch 
this carefnilv'. 'Ihe clocks arc liieky; they 
all have lo be .set to the .same lime, .sort of. 
Wlial time? Mavbe )'on’ll see another 
clock elsewhere, and keep that time zone 
chart ill mind. M for the coins pn/ale, 
take a real good look at that jilaqrie on the 
W'ay up. 

'[here’s a deck port rtl Wofford’s, so let’s 
use it lo visit \ irlnal realil}’ and a few wells. 
Catherine’s has ICE to defeat. It’s vnlner- 
ahle at the bottom, so aim for the jets and 
blast away. Use your shield if it gets too 
clo,se.'llie journal, ala,s, is cnerv'|Med, and 
you won’t obtain the kev word until Act If. 

1 [ere we arc at the librarv, and a naslv 
little puzzle. I ook elo.sely at 
winil’s inside the brackets. With 
a little thought )on .should be 
able to see clearly — very clear- 
K — withoul anv' help at all. 
Unfortunately, von ean'l do an\- 
thiiig with the book except haul 
it around with you. 

Round about now, you 
should be able lo v isit Joey 
I'alconctfi (called variously in 
llie game "Joev.” ■'I'alconctti,” 
"['iiieon,” "kaleon I'.ddie,” and 
"Eddie." I'min here on. I’m call- 
ing him “Kilcon”). 'Iwig isn’t 
helpful, but the pa.ssword should 
be obvious. In the shooting 
gallciy-. the good guvs are usiiallv 








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Circle Reader Service «164 



ADVCNTURC/RPG 


SCORPIA 




; l’itiKlltp)(r!NS,i'BttElllpp(r!IIO,l'lS. 


T here are four suspects in Ripper, and there are enough 
oddities about each to make you think that any of them 
might be the Ripper. Well, guess what? Eventually all of 
the suspects will be the Ripper as a new killer is chosen 
randomly each time you start a new game. Theoretically, the pro- 
gram will keep track of the various Rippers, and select a different 
psycho killer for you each time. Some versions of the game, however, 
have a bug, and will continue to give you the same guilty party, if 
that happens to you, get Ripper version 1.02 (available on this 
month’s CG-ROM), which corrects this bug as well as other errors. 


police files. Check cventhing there enre- 
fiilly. Re sure to pop clown to the Morgue 
for ii little suiprise. 

At the iinic crsitv, voii have to deal with 
the biilletio.s. I''i\e of (lieni are the righi 
ones. Renieniher, son’ re looking for an 


acklie.s.s, and don’t cn crlook 
the bottom of each tls er. 
Wlicn voii get to the hang- 
out, you'll pickip a little 
info and the pa,ss\\'ord to a 
\\ell.'llielCI'',onthisone i,s 
a simple block pn/yle. lake 
your time with it and work 
from the hotloiii up. 

Sooner or later (probably 
.sooner), eon'll hear from 
Stephanie. UnfortunaleK; by the time vou 
get there, she's become another victim, 
and her body’s been iiaulcd away. Now' 
you base to deal with Mr. Mppels in the 
Morgue, or rather, flic nonfunctioning 
eoin|)iifcr. 



NEED A CONSULTATION? Dr Burton’s suspicious nature comes from her having a lot 
of secrets to hide, so she’ll be evasive even if she isn't the Ripper You’ll know more 
after talking to Haman in Act III. 


AAA 



CYBERMAN 2020 After you enter cyberspace at the newsroom, solve the sliding block |: 
puzzle at the Runner Archives-try working from the bottom up, then listen to the bios 
of the Runners. | 


A. AAA- 


1 be chip numbers 
w'crc made as confusing 
as possible (naturally), so 
take your time (you can’t 
break anything if\()ii 
make an error). Read the 
chip guide lolielpyoii. 
Kce]D an eye on the 
inctcrio tlicleft;each 
proper cireuil eoinpleted 
will cause one of the lines 
to rise toihe top. 

Ibis gets you into 
Animal Storage, hut now 
you base the \ oice lock 
to w'orr}' about. Well, I'm 
suic .someone you know 
has a little expertise in 
these matters (do a bit of 
reading), The sample, [ 
may add, nni.st be ve/)’ 
precise. Cli|) just cxiiclly 
what you need, and no 
more. 

llic monkey pu'/7.1c is 
mainly trial and error; 
there are no guides to the 
proper lexer settings, 
aside from tlic reaction of 
the monkey il.self. Pain is 
not what yon w'ani here. 

I Iniinm. Matters are not 
looking good for the 
good doctor, hut there’s 
more to come. 

More, for ex;imple,in 
Hileon’s .secret w'ell.lhe 


ICl'l here is another block pn/y.lc. hut 
along slightly different lines. Playwilh it 
first to .see how' the pieces shift w'hcn you 
click them. As wilii the otlier block puz- 
zle, work from iJie hotlom up. There’s 
.some very interesting reading in this w ell. 

( )f course, during all this \ ou'\ e also 
been talking to people I may not have 
ineiilioned, and naturally Catherine, loo 
(you’d better have!). So exentually you’ll 
get a call from Farley to meet liim at tlie 
Cafe Duchamp, This ends the act. and 
I'd advise you not to watch too closely as 
it ends. 

ROUGH CUTS 

Act 1 1 1- 1 his one starts with a couple of 
automated sequences, first with jake 
being ronglied ip by Magnoifa, and then 
sax'ing Wofford’s life from a mysterious 
a,ssas.sin. Ohe Ripjier? Maybe, ma\bc 
not.) The real start is in the police station, 
where a call comes in from Nelson, It’s a 
good thing to follow- up on. 

'Ihe hook piizalc is Irieky I’ll jii.st.sa\’ 
lliere's a certain relationship between the 
letter and the hook titles, ’lake it line 1)\- 
line and you’ll solve it. At tlie Wofford 
w'ell.you learn about the three parts of the 
w'capon to use against the Rijiper. You can 
pick them up any time \oii like: there’s no 
riisli. 'Iwo of the wells lia\ e hostile ICF. 
While they look different, both are vulner- 
able in ilic same place: ihe glow'ing gems 
on their heads. Aim for lho.se. 

'I lie third well has the most-liated puz- 
zle of Ril’PKie a che.s.s-like stralcg)' game 
against tlic computer, and \oii don’t know 
the rules. In brief, it goes this way; Pawns 
move one square in any direction. After 
the first capture, a Pawn changes to a 
Super-Pawn tliat can capture anv piece 
on llie board. Knights cannot move iinlc.ss 
they can lake a piece exacllv tu'o squares 
away After a capture, or after all xoiir 
pawns are taken. Knights change to "real” 
Kniglifs, that can move one or two 
squares any direction, any time it’s your 
move. Kings can oiih' move one square at 
a time, horizontally or verficallv, and only 
along the back tw o rows of the board, i 
cheerfull) admit to phning this one in 
"e!!.sy pii/zle” mode and von may want lo 
do the .same. 






ADVCNTURE/RPG 


SCORPIA 





► S!onekeep-For those 
who haven't started this 
game, or haven’t gone too 
far with it yet, there’s a ter- 
rific easter egg, right at the beginning. When you’re standing 
at the lever to open the door, pull it three times in a row. Turn 
around, step into the hall, and go around the comer left. 
About three or four walls down, on the left side, is a panel. 
Pulling the switch there opens a secret passage behind you. 

In the passage, on a left wall as you enter, is another panel. 
Behind that is a very powerful dagger, that will make most of 
(he early (and even not-so-early) combats much easier Note, 
however, that this weapon is available only if you have not yet 
gone down the stairs! Once you've entered Stonekeep proper, 
the dagger is lost to you (my thanks to Roe Adams), 

► Dark Seed 2-Those who have managed to get into the back 
room of the Morgue (cheery place) are having a bit of difficul- 
ty in obtaining the k^ from around the corpse’s neck. This is 
an instance (one of many in the game) wliere conversations 
with the fight people can help a lot. The carnival is the place 
for the answer here-especially for seeing double and looking 
into the future. When you’ve taken care of that, getting the 
key won’t be a puzzle. -Sco/p/a 


Rut tlicrc’s more to do lliiiii 
play games with IClv i lave a 
dial with Calheriuc, for 
instance. 'Flial piit.syou on to 
CIcorge Rliocles and a safe 
deposit box. Whals the combi- 
nation? I Icb, I’m .sure you can 
ihink of something related to 
Riiodc.sfor that one. 

'Ibc Bennan well pii/de is 
someiliing like Conccnlrafion, 
only liere you have to uncover 
the same three bar code num- 
bers in onK’ three mo\’es. 
Watch how the pieces mo\'c 
when thepu/y.le re.sels, then 
gel all the numbers on the 
board. Keep track of them, and 
you should make it through 
here preth’ quickly. 

Now is a good lime to visit 
Sua[5 Beatt}' for a couple of rea- 
sons, not the leasl of which is a 
little protection from the Ripper. 


1 !e sends yon on to Cain, who points you 
to a pair of welk The ICd'l on one is an inf- 
lating [limping puzzle (I did this in eas\’ 
mode, too). 1 lead left, ii|j the left side, then 
work your way gradually to Ihc righl and up 
where the machine is hosering. Do not 
waste time here; keep inosing. 

The other well has a ])uz/.le with an 
Rgsplian motif. Tlic vulture is the begin- 
ning, ch?Tbc beginning of what? It looks 
bard, but really, it’s as easy as /\BC {e\’cn 
so, you still have a lot of w'ork to do before 
) Ou obtain the answer). 

/Vnuvay, enough of es herspace for 
now; mailers in the real world deinaml 
your attention, too, iVlagnotta’s apartment, 
for instance. Check Ihc left side of the 
door as well as the righl. 

You’ll also want to talk to 1 laman (in 
three of lour .sccnario.s. this is quite impor- 
tant for detennining the Ripper, along 
with a couple other things). If you haven’t 
turned him up yet, think: who’d know 
about crooks? 



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Listen to Mr. Palmer give insights 
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Fay more info, call 1-800-800-4880 


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You’ve simply never seen 
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Features include new Post-Shot Reactions and Multiple Views! 


...The Most Realistic Golf Simulation EVER- The totally new terrain rendering engine and ball 
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like the pros or watch as your high arching wedge .shot actually backs up on the green. 




And, of course, you’ll be speaking to 
(he other characters here and tlierc. 
Onc of them \\ ill gi\'c eon a picture of 
the .suppo.sed Rip|)er. Is it real, or is it 
.\]einurex?Goocl c|iieslion. Sliow it to 
the most likclv person to get a lead on 



►AOL (new!); Scorpia’s Lair 
(keyword: Scorpia). 


^Delphi: GameSlG 
(Groups and Clubs menu) 

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what you should do about that. 

I'A'euliially.w hen eveix thing has been 
done (in whales eroicler). Dr. C'able will 
call with the news that the image ol the 
Ripper (the real image) is about to 
become clear. 

Naturally, it disappears just as you hot- 
foot it into the lab, and the Ripper iiwites 
\’ou to visit the libian and read a certain 
book. Dovoii dare? 

Act IV-Well, soil'd belter dare, 
if you want to w in, 1 Inw eser. iusl 
ill ease you’ve settled on the 
w rong .suspect (or olhenv isc foul 
up), I reeomineiid saving beiore 
you deck in; it’s \oiir Iasi chance to 
do .so. 

)ake turns up in v irtual 
Wliileehapel, where the weapon 
])arls must be merged into a 
whole. This is simple; just listen to 
the .song Krics. 'Ihen it’s olf to the 
erovsroads, where the foiir.siis- 
peel-s appear one at a time. When 


you .see the one you think is the guilty per- 
,son, click the weapon on him or her. 

Yni’ll knovv])reit\ c|uickly ifyou’ie right or 
not. I hope von chose eorreetiv’. 

WTevv ! A little too close for comfort, 
that was. Ifvoii need help with an adven- 
ture. feel free to drop me a line at any of 
mv addresses. Until next time. ha])py 
adventuring! 


NO TIMELY RESCUE The last fateful call you receive from 
Stephanie comes too late to prevent her from becoming a vic- 
tim, but don't grieve so much that you miss important clues. 




THE PMDORA DIRECTIVE: PLAY IT AGAIN, AND AGAIN... 





Tex Murphy returns in the most replayable interactive movie 


A/J t'nomious Six-CD Cinemutic Epic! 


TTiC Story- Whac is the truth behind 
tlie rumored Ul-'O crash at 
Roswell, New Mexico? Why 
did the military suddenly shut 
down and seal off the 
Roswell complex? And 
why the frequent refer- 
ences to the lost Mayan 
civilization? It stares out 
like a hiiiulrccl ocher 
cases. $500 a day (plus 
expenses) to track liown a 
missing person. As you 
pick up i'homas Malloy's trail, 
you realize you’re not the only one 
looking for liim. by the time you dis- 
cover cliac he’s ex-military and knows 
what really happened on July 6, 1947, 
it's too late. ’The government’s biggest 
secret is loose and you're trapped in a 
deadly game of cat and mouse witli 
cite most powerfui and ruthless 
agency in the world. Based on the 
novel by Aaron Conners. 


The Features- The most rcplayabil- 
icy of any intcr.active movie to date! 
Tollowone of //wf narrative paths Icad- 
difTerem endings. Choose 
between two levels of play. 
The first level offers 
complete on-line 
hint system to help 
you through the 
tougher puzzles. 

The second level — 
for expert gamers- 
has no hints availahle, 
but rewards players with 
higher btiruis iioints, extra 
puzzles and focations. Our 
unique “Virtual World” engine 
allows vou to slip under desks, rifle 
through drawers, and sec the flies 
tanning in the ligiit fixtures. 
Without the restrictions of ren- 
dered paths, you can explore Tex's 
three-dimensional world with lull 
frceilom of movement. 


made! 


The Cast- Knjoy the differ- 
ence Hollywood cinematog- 
raphy, acting, editing, stunt 
work, music, and direc- 
tion make as the world 
ofTex Murphy becomes 
amazingly real. Starring 
Barry Corbin {Northern 
Exposure. \Kir Gaines), 
Tanya Roberts ( View to 
a Kill, Beastinaster), 
Kevin McCarthy 
{Invasion of the Body 
Snatchers. Just CansA> and 
Chris Jones ( Under a 
Killing Moon, Martian 
Meinoranduin, Mean 
Streets) as Tex Murphy. 
Directed by Adrian Carr 
{Qjiigly Down Under, 
Man from Snowy River, 
The Power Rangers). 
Original music by 
Richie Havens and 
Nicole Tindall. 
For inoiv info, call 
1-800-800-4880 

ACCESS 


Circle Reader Service d246 


ADVENTURC/RPG 




Price; $49.95 
System Requirements: 

486-DX66 or better 
(Pentium recommend- 
ed), DOS 6.0, 8 MB 
RAM, 30 MB hard disk 
space, 16-bit High- 
Color SVGA graphics, 
2x CO-ROM (4x recom- 
mended), Microsott- 
compalible mouse, 
Sound Blaster IB-com- 
patible sound card. 
Protection: None (CD 
must be in drive). 
Designer: Activision 
Publisher: Activision 
Los Angeles. CA 
(800) 477-3650 
Reader Service ff: 320 



is the world's second old- 
est profession and just as honorable 
as the first." 

— \ fichael f. Barret. C7A 

A clisisirm's new i mill i-inillioi 
clolliir ;kI\(jii1iiic. SncilAFi; 
TiIK C.RIvM'C'.AMK Slll>- 
incrgcs you inllicciark 
wiirld of intcTHiitioiial espi- 
onage as a newbie CIA 
iiperalive. As irsiial, the 
falcofdicfvce ssorlcl 
bangs in (be balance, 
aiul you’re tile woiikl-be 
hero assigned to pull I mniai lily's collee- 
li\’e bacon out ofthc fire. I'fesh from 
) ()nr bail ling at ‘"llie l'ann.”yonaic 
llmrst into action bv tiic Iwin a,ssassina- 
tions ofyonrCIAiiislriiclor and 
llnssiaii potilician byodor nubanski 
early in llie gainc.'nie same intelli- 
gence source lhal predicted Dnbanski’s 
dcalh has warned of an alicnipt on the 
lifeofllie PrcsidenlofllicCniled 
Slalc,s.and the big bosses want 
aii.swers. fast. Who shot Dubanski? And 
win? 


wouldn’l w ant to use the game’s Kennedv 
.Assassination 'Ibolkil to soK e a real assassi- 
nation-biit as a dcs’ice to present a puzzle 
and adv ance Ihe plot, it w orks. 

'llie peo])le, projects and programs all 
have code names and acronvms. 

SuvcilVKl abounds with I larmonica.s. Bird 
Songs, I'kiglc Shields and Pbolo Docs, 
'lire game owes much of its realistic feel 


Wliile nio.st computer games gel up to 
speed after about 10 minutes of game pla\ 
and then struggle to hold that plalean, 
Sh'CKMT'splot unfolds as \on go along. 
'Ihe game feels a little shallow at first, but 
it becomes deeper and deeper as von piav. 

lames /Vlams, the writer of SlACKM'l', 
has w rilten an ad\ enliire that o])enlv 
in\ lies comparison w ith the works of'lbm 


RECEive : RgrowT } 


j^TALL, DARK AND UGLY With the Mix and Match tool, you cart reconstruct the faces of sus- 
I pects, then submit them for database searches. 


IS THAT A CAMERA 
IN YOUR POCKET? 

In Sl’YCKAFr.von'rc iniincrsed in llie 
toys of the espionage trade: voiee analysis, 
image enhaiieemenl and database 
.searches. 'Ihe game’s varions tools 
ahonnd w ith sD models, infm-ied pho- 
tographs. anrl dalalrases of all description. 
'l()u can eav esilrop on phone calls, sernli- 
iiize peojde’s use of elevators, and peruse 
lists of know n associates. Viu’il doctor 
photos, anil ev en pop a cap in a few had 
gn\s. Most ofthc lime, ihongh.you're 
skimming Iroin eompuler to computer, 
lirograni to program, gathering and aiia- 
Kv.ing data, and hailding enmpiiter mod- 
els of crime scenes and snspccls, hnch 
program il.self is aetnallv preth .shallow-! 


to Oleg Kiikigin, I’bnncr N lajor General 
of the KC'.B, who oversaw the US-ba,sed 
couniei-inlelligence operations for the 
KGB for 12 years, and former CI.A 
Director \\ illiam Colhy. Both ser\ ed as 
adv isors on ihe game, and ])nt in brief 
cameo.s. 

GET SMART 

SmtlUl'T does something .so new. so 
amazing, that I'm still in a tizzv about it: all 
the pn/yles, derive direclly from the plot! 
'Miere are no ibinlvdisguLscd games of 
iVlaslcv Mind. No magic .squares. No 
maze,s. Pins, has picntvofplol. 


Clancv’and )ohn li'Carre. In fact, the 
game’s storv' could have made a good 
novel. (I low manv’ adventure games have 
yon played recently lhal yon can ,sa\' dial 
about?) 'Ihe game effectively adds little 
bits and pieces, such as biographies and 
news articles, that siiiqdv wouldn’t work in 
a book or movie but seo e to add texture 
to a computer game. 

I he game’s plot is verv' linear with a few 
branchings, but not enough to make you 
aetnallv- w ant to go back and plav the 
game over from the beginning, h’or the 
most pari, the strnciure is sim|)lv go to 
location A, .solve puzzle; advance to B. 




cc 


JULY 1996 






Circle Reader Service ffISS 


The world is fantastic, 


The evil is re^. 


le game is 


ADVENTURC/RPG 


REVIEW • SPYCRAFT— THE GREAT CAME 


sol\c iniz/le, iiiicl so on. Slill, ihc slon' line 
tliiiE dc\'clops-hill of clcctiic guns, liciirl- 
iilliick mys. renegade spys and nuclear tcr- 
rorisni-is \’er\' .salisfying, 




A quick walkthrough of your first assign- 
ment-locating the shooter in the 
Dubanski assassination-will give you a 
feel of playing Sfycraft. 

None of the hundreds of witnesses to Dubanski’s 
death heard a shot, so i start my investigation by 
loading up a database of stealth weapons. (On the 
video of the assassination, however, there is a defi- 
nite rifle-like report, which will throw many people 
off. But this bang is evidently a bug in the game. 
Ignore it.) Close examination of the video taken after 
the assassination reveals a peculiar pattern of bullet 
holes. At first I thought this was a typical game 
blooper; no single shot projectile would leave a pat- 
tern like that. A quick search through a CIA data- 
base of stealth weapons, however revealed a secret 
(fictional?) weapon that just might leave such a pat- 
tern. And it's a silent weapon, to boot. Aha! That 
wasn’t a blooper; that was a clue! 

Next, I pulled up the Kennedy Assassination 
Toolkit, which combines a 3D computer model of a 
scene with the video. Careful inspection of the 
video revealed bullet holes in two locations. I select- 
ed the corresponding locations 


on the 30 model 
and the KAT plots the bullet's tra|ectory. Odds 
are the guy standing at an open window at the end 
of that trajectory is the shooter. 

I zoomed in on the suspected shooter’s face and 
employed another program, called Mix and Match, 
to build up an image of the shooter’s face by 
selecting the closest match from an assortment of 
face shapes, skin colors, noses, eyes and so forth. 

A database search provided me with a match. But if 
this guy is the shooter then things are even worse 
than anyone thought. 



^ SPIN A WEB Spycraft's Intelink, sort of a miniature WWW, provides you with access to 
I e-mail, news and the CIA’s databases and tools as you hunt for the killers. 


SPOOK CITY 

Si'i'ciWl's l'’M\'.s(.'C|iic'n(.'o.s iiiL-wcll- 
writlc-n, wcll-.shot unci guncnilK- wcH- 
aclccl. but for the ino^t pari arc not iiilcr- 
acli\ c', serving mainly lo deliver pioi- 
adv aneing lumps of exposition, 'l()ii’ll 
inlerael will) lliegainc primarilv lliroiigh 
Intelink, a W’eb-like secret network .seixiiig 
tlic Cly\. I-'BI, NSA, NRO aiul lire wbole 
al])habct .soup ol .s|)ook shops. I Isers of 
W'eb brow-sers like Netscape and Mosaic 
w ill fee! right at home here. 

SinciUKl 's I’DA brow .ser incor])(jrale.s 
inlegraled e-mail, video mail, ideenufer- 
eneing, and access lo your tools and tov.s. 
'liui also have a home page, and you can 
jump foixvard or hackwarcl.or follow 
hvpcrlinks to other pages and apj^liea- 
tion.s. 'nic PDA also features Wcblink, 
which, paired with some supporting .soft- 
ware. provides a portal to the real W orld 
W ide Web, w here you can post hints and 
([i!e.slions and chat with other armchair 
spic-S-The l’nAisvcn’ea.sv to u.sc, 
alllioiigh it’s .sometimes euinher.some lo 
get somewhere on Intelink (yon can’t cre- 
ate boolouarks or keep a .session history). 
Sincaui r’.s W'eb-iike interface helps sirs- 
pend disbelief and inimer.se yon in llie 
game-sincevou’re aireaciv' sitting in Iron! 
of a eompnler running software, it’s not 
that much of a strelcli lo imagine llial 
vou’re sitting in front of a different coin- 


piiler, I'liiiiiing differeiil .sollware. 

ShiaiU'l' docs suffer a few inlei face 
warts. I'irst.von musi read all the lexl-anci 
there's a lot of il-vonr.seif, rather Ilian 
hearing it read aloud, and von can't 
change the text's l\])eface or size. Worse, 
on one of mv machines, the text was 
impioperlv aligned, .so that sentences ran 
off Ihe light side of the wiiidovv. 

'liiii must alw ays start tiie game from 
CID //]. saving voiir game is a minor pain, 
and , Activision’s fuiikv .sound drivers plav 
far toosofllv. Still, there’s nothing here 
that should keep voii away, Sl'icaiM'l' is 
an exeelleiil, groundhreaking adventure 
game, selling a new standard for |ilol 
depth and realism. W hen vou’re fini.shed, 
you'll be eager to head to Arlington and 
put those sleuthing skills lo w ork. ^ 


^APPEAL: Spycraft is a game for 
anyone who’s ever wanted to enter a 
Tom Clancy novel and push all the 
buttons themselves. 

^PROS: Great plot and clever inter- 
face immerse you in the adventura 
Plenty of depth, texture and detail 
provide a realistic atmosphera Every 
puzzle derives from the plot. 
►CONS: Despite 
the tense plot, 
there’s not much 
action. A few 
interface blemish- 
es make the game 
awkward at times. 





ce 


JULY 1996 






FOR MORE INFO ABOUT MICROFORUM 
PRODUCTS CALL; 1-800-465-2323 
Tel;(416)6S6-6406 Fax; (4 1 6)656-0548 
I WOODBOROUGH AVE, TORONTO, ONT. CANADA M6M 5A1 
INTERNET : http://www.mi<ro{orurn.{Offl 
Email; moil@microloru[n.(om 
Circle Reader Service #127 


by ordinary trivia games? Then get your head 
around , the once-a-millennium, 

intergalactic trivia competition. You'll face a barrage 
of questions in categories ranging from 
to popular culture, ond challenge your strategic skills in an 
• exciting series of events. Each "game 

within a game" provides o unique set of challenges, from 

to an , 

ond brings you closer to your ultimate goal - the 

competition and yourself as the 

Test your knowledge against the galaxy's best minds, in a wide 
range of categories including brain teasers, human invention, 
sports, movies and music. 

' Compete against computer-controlled, alien opponents in one player 
mode, or against a friend in two player action. 

Race against bizarre, 3D rendered oliens accompanied by explosive special 
effects and full-mation video 


ADVENTURE/RPG 


REVIEW • PSYCHIC DETECTIVE 






Price: $59.95 
System Requirements; 

486 DX-50 (Pentium 
recommended), 8 MB 
RAM, 21 MB hard drive 
space, VESA-compati- 
ble SVGA video card 
with 1 MB RAM (2 MB 
recommended), 2x CD- 
ROM (4x CD recom- 
mended), digital audio 
card. 

Designer; Colossal 
Pictures 
Publisher; Electronic 
Arts 

San Mateo, CA 
(415) 571-7171 
Reader Service d: 31 8 


Looking Through 
The Mind’s Spy 

Play Head Games In An Interactive Movie That Lives Up To The Name 


by Arinn Dembo 

s 0 gamer, you learn to lake 
ihc ads witliagraiii {or 
ma\ l)c a metric Ion) of salt. 
I'A’ciy company wants yon 
to believe that their game is 
going to bethegreate.st 
thingsince the flushing toi- 
let. I'Aenliially, a gainer gets 
downright c\nical. 

Now ada\s, when I hear the 
bii/y, fora game billed as the lirst interac- 
tive movie w ortlw of the name, that 
comes complete w ith a cool premise, 
state-of-the-art graphics and professional 
live-action video, part of me says, "^eah, 
light. And I'm the Queen of h', ngland." 

But even' once in a while. I find a gold- 
en needle in the haystack, a game .so good 
that I leap up from mv' .seat, grab the game 
box, and go ninning down the street in mv' 
bathrobe, screaming, “Isuieka! Kiireka! 

[he ads are all true!" .And then I rush 
home and pack my bags for Biiekiiigham 
Palace. Psi'c;i IK; Dhti rtci l\ i; is one of 
those games. 

SOMEONE'S IN MY HEAD 

Pstciik; DL'I KCTIVi: is the first interac- 
tive movie that lives up to the label. Bv 
interactive movie, 1 don't mean that it’s an 
adventure game with live-action video 
and recorded dialog. I mean that von’re in 
a movie where events take place in real- 
time, and life contimies around you 
wiietheryou do anvil ling or not. 
Gameplav is woven into a rich net of 
characters and plot, 'ibn begin as liric box, 
a cheap lounge act who calls himself The 
Psychic I'lash. I ie’s just minding his own 
bii.sine.ss, making an easy living reading 
pocket watches and silk haiKlkerehiefs in 
a dingv' night club. One day trouble 


comes in the form of I ;iina lAi/ok. She 
wants him to help her "keep an eye on 
things” at her father’s wake bv' using his 
psychic powers to invade the minds of her 
late fathers friends and family. 

'this gig might be a piece of cake, 
except that l;iina and her faniilv area 
bunch of mthlexs .sharks, I iiina’s father 
wasMadimir Pozok, a famous Soviet 
re.searcher into the paranormal, and his 
friends and familv are falling over them- 
selves to .sell his notes and papers; some 
arc wheeling and dealing with the highe.st 
bidder before Vladimir’s body is even cold. 
And, .s])eaking of bodies, one of them will 
be dead before the jrartv’s ov er... 

Gameplav consists of hopping fmm 
one person’s head to another, eavesdro])- 
ping. making .snap decisions and reading 
objects. Wlicn a person paxses clo.se 
enough for Krie to hop in, an icon of the 


individual appears in the area surrounding 
the movie .screen, h'.iic enters that person’s 
mind bv selecting the icon. Once isric 
trairsinits, he can see through that person’s 
eyes, hear w hat they hear, and can lio]) 
again to anv other person that pa.sse.s w ith- 
in range. Once he’s in a host, there’s no 
limit to how far he can ride them; the vic- 
tim can go for blocks or even miles with- 
out shaking him, and kric can return to 
his own body atanv' time, 

Reading objects is another matter 
Krie’s clairvoyance is an extremely visceral 
experience; touching a charged object 
will hit him with an incredible montage of 
images and emotions. Sometimes he can 
make .sense of that mess, but more often 
he needs other clues. Ditto for reading the 
deep psyche of another human being. 

As in life, the moment in vv hich to take 
action quickly passes. If voii don’t jump 






JULY 1996 



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ADVCNTURE/RPG 


REVIEW • PSYCHIC DETECTIVE 


on thcchiincc: lo h()|) 
into someone’s head, fol- 
low them in \ oiir car, 
sa\e a life or read an 
object, you will lose vour 
opporiimit); lL\’ciitsare 
transpiring in real-time; al 
least two or three things 
are always hap])ening al 
once, usualK’ in scjiarate 
rooms or e\ en opposite 
ends oftown.aiul hric 
ean't be e\•er\^vhere al " 
once, 'lour decisions guide the mo\ ic 
tow ard one of H endings but in ail scenar- 
io.s, hlric will end up playing Black 
l')iamond, a fiendish game of ])s\ chic 
chess with the biggest, baddesi 1 lead- 
hopper of them all. he stakes are high; if 
he I0.SCS, Mric could wind up a drooling 
idiot. ' 1 he decisions he’s made in the 
course of the game w ill determine 
whether his ])ieccs on the Black Diamond 
boaid are Queens, or worthless pawns. 



PSYCHEDEUC SENSATIONS The “Interactive movie" tag is 
actually applicable In Psvchic Detective, due to the often 
bizarre cinematic flow of the adventure. 


PARTING IS SUCH SWEET SORROW 

Is there an\' downside to this game? It’s 
hard to find one. 'Ihc production, writing 
and ijrcmise arc some of the best Inc seen 
in an\’ computer game. ' 1 he script is origi- 
nal, sensilh’c, mature and tasteful, and 
although there’s a good deal of\iolenec, 
it’s not gralnifious. ’flic gamepkn’ is 
engaging, and the interface is easy to use 
with first-rale graphie,s and effects. 

If 1 was to put my finger on the one 


thing wrong with Ps^cilic; Dl'rn'.cnM:, it 
would be that gameplay is too short: a full 
game takes less than an hour. But since 
there are so main’ endings, the replay 
\aliic is ama/ingly high. Ne\ertliele,ss. 
main' pknere will exhaust the enfertaiu- 
inenl potential of Ihc game after 20 hours 
are up. and as adventure gamc,s go, that's 
not long at all. Still, the 20 hours I ])laved 
it were the most lewardingliine that I 've 
spent with a game in months. % 


APPEAL: A good game for those 
craving a truly original title. 

PRO& Very strong, very mature plot, 
spiced by an original premise and 
interesting gameplay. The first real 
“interactive movie” we’ve seen. 
CONS; Quite 
short. Average 
player will get 
20 hours of play. 

Good quality, 
but not much 
quantity. 




P Originally developed for 
. military air combat simulators, 
the ThunderSeat uses the 
^ sound output from your 
~ ~ favorite sound card to 
^ generate realistic, vibratory 
sensations. You’ll not only see 
and hear but FE ELyour 
simulations literally reach out 
^ and touch you- though 
"shake, rattle and roll” more 
accurately describes what 

> you’ll teel in a ThunderSeat! 

Prices starting at $159.99 


POPUUB ELim 


17835 Sky Park Circle • Suite C 

Irvine, CA 92714-6106 

714 • 851-1230 FAX: 714 •851-1185 


Circle Reader Service #121 



THE DAME WAS LOADED • REVIEW 


Filing Blanks 

They’re Mean Streets, Indeed, In The Dame Was Loaded 



by 


Charles Arda1 



;mnoiicl Clnindlcr, creiitor 
of I’liilip Marlow'c and 
master of the hard-hoilccl 
nivstcn; said: “'Ihe a\erage 
dctccti\ e siorv' is probably 
no worse tlian tlic 
average no\el, but 
you never sec the 
a\erage no\el. It 
doesn't get pub- 
lished. '\ be average — or only slight- 
Iv abo\e average — detecth e stoiv' 
does.... Tiicre are esen a few ojrti- 
inists wlio bu)' it at the fid! retail 
price of two dollars, because it looks 
so fresh and new and there is a pic- 
ture of a corpse on the eo\ er.” 

Well, times have changed, but 
Chandlers' obsen afion hasn’t. 1Kie. 

Tilt; D.wit: WWs I.o.\di-;d comes on 
a CD-ROM rather than between 
the covers of a pa|rcrback, costs S40 
instead of two, and has a picture on 
the co\ cr not of a corpse but of a 
poutv'-lipped bninettc holding a 
smoking gun; but for all that, it is as 
average a mvsterv as Chandler 


w'isecrack-that you haven’t seen before in 
a dozen jDriv'alc eye mov'ies. 'Ihe story' 
goes like this: P. I . Scott Anger is hiicd by a 
doll named Carol Klein to find her miss- 
ing brother, and two CDs and manvsaxo- 


same motionless .screen. Until you see this 
for voursclf, you can’t imagine how cheap 
it looks. 

Ihis is not the only example of poor 
production. Belter game designers w ould 


r TIRED AND TRUE Scott Anger’s world is private-eye vanilla, right down to the unused Smith- 
Corona typewriter on the desk. 


could have imagined. 

CLICHES GALORE 

I don’t tliink there is one thing in Tl it; 
D.vml; W\s Lo.ADiiD-not one character, 
one .situation, or one weary 


APPEAL: (f you like your detective 
stories hard-boiled and familiar, this 
one comes with all the cliches in 
place, right down to the hero’s fedora 
and trenchcoat. 

PROS: The video segments are well- 
filmed and the theme song is catchy. 
CONS: Bad writ- 
ing, bad acting, 
bad game design; 
it’s the multimedia 
equivalent of a 
hat trick. 


phone riffs later. /\nger saves the day. 
/Mong the way. he feeds a donut to a cor- 
nipt cop, p!a)',s poker with some hoods in 
a spcakcas)', inv'cstigatcs the theft of some 
diamoiuls, flirts with the sister of hi.s dead 
lover, and exercises his ,self-flagcllaling 
scn.se of humor .so often that you w ant to 
put a bullet in him just to shut him up. 

Cameplay con.sists of choo.sing one of 
a dozen locations from a map and then 
cither hunting for clues bv mining the 
cursor around the .screen or questioning a 
character by selecting topics from a list, 
[facli location starts off with full-motion 
video but after Ihe intro, the .scene contin- 
ues onlv as audio with a still photo of the 
talking character filling the screen. 
Occasionally, tlic shot moves to an 
extreme clo.sc-up of the character’s eyes in 
an attempt to hide the fact it's .still the 



have known that requiring players lo 
return to Anger’s office any lime they 
want t(5 save or load a game is a rotten 
idea, aitd might have caught the bug that 
kc|)t crashing the game every time I tried 
to talk to ./\ngcr’s partner. And better writ- 
ers w ould have written narration that 
makes sense. Wlicn vou look at vour 
watch and Anger sal's, ‘Tlie heat rises off 
the sidewalk and the bankers pick their 
teeth and make another three percent.’' 

1 lull? Better jokes might at least have 
made the whole thing work as a delicions- 
K' chee.sy gag. 

But D.AMI; isn't better, and it isn’t deli- 
cious. Philips made a serious attcm|)f to 
produce a good hard-boiled mv stery 
game and they failed. Chandler would 
have advised you to save your two dollars, 
and he’d have been right, ‘t 



Price: $49,95 
System Requirements: 
IBM compatible 486-33 
(Pentium recommend- 
ed), 8 MB RAM, VGA 
graphics, CD-ROM, 
mouse. 

Designer: Beam 
Software 

Publisher: Philips 
Media 

Los Angeles, CA 
(800) 883-3767 
Reader Service §: 321 


JULY 1996 


CC 


ADVENTURE/RP6 



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KOCADO 


© 1995 Megatech & Design, Ire., 
Torrance, CA 90501 • AH rights reserved 


Catch us on the Web: 
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Minimum Requiremenis; 0/S - DOS 5.0, Ram - 4MB, Video • VGA, 

CD-ROM • 2x, Hard Disk • SMB, Sound - Sound Blaster & MiOi, input - Mouse 

















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PETER OLAFSOK • ACTION 




all it the for- 
gollt;ii war. 
'niccoinliat- 
basccl shoot- 
cin-ii[) has 
become 
soinclhingof 
a lost ail 
I^()!)\i has 
so redefined 
the 3D action-game indiislr\ — much as 
/ hm/ did the action-movie indus- 
try'— that, were B.M’llFZONt'; to surface in 
mid-]996, it would probabK be declared 
as “Doom in a tank." 

On the consoles, of course. Doom was 
a late corner, and the artwasnc\et lo,sl to 
begin with. One of its finer expre.ssions 
surfaced in when Core Design's 
sumptuous helicopter .shoot-em-up, 
'riU.M^ics'iitiKi;. appeared on Sega CD. 

Core has since taken that technology 
to the next level, and two offshoots have 
found their way to PC CD-ROM: ]\'C's 
Ai 13TiniNni;it.s-tiUi<i-;:,'\iRAss.\i'[;i' 
iTi It .'NtMiics-i Kikl-: 2 on the 32-bit con- 


§ i I'm a 
big fan of 
classy ex- 
plosions, 
and Thunder- 
strike has 
splendid, 
metal- 
wrenching 
conflagra- 
tions. fl 


soles) and I !.S. Cold’s Si iiil.LSi I(K:k. 

'Ibe results are at once eiiconraging 
and disappoiuling, Wdiile each game 
sports some intriguing features, neither is 
cnlirelv satishing— though for \eiy differ- 
ent rea.sons. Indeed, they seem likeo|)po- 
site sides of the same coin. 


KILLER BLADES 

Of the tw o,Al !3 
Tl It INDKIIS'! itIKK comes much 
closer to pure shooting satisfac- 
tion. With all the graphic details 
enabled, it looks like a million 
bucks, and that buys realrsm. 

'llie undulating, textured ter- 
rain — great rocky outcroppings, 
trcc-co\'ered hillocks— w'hi/ by 
at a lluid frame rale with no hint 
ot tlic polygon underjjinniug (as 
in, sav, Doinark’s P\jNK 
CoMMWITiai). 

I'm a big fan of classv explo- 
sions— it’s payoff for good work— and 
TlllNniaisilUKr, has splendid, metal- 
wrenching conflagrations. 


Communications and guard tow ers slow- 
Iv keel over and crash to the ground. 
Components of dcstro\ ed vehicles soar in 


The Lost Art 
OfWhr 




Bungle, the company behind 
Marathon and Marathon 2, is now 
creating original content for the 
PC. After they port over Marathon 
2. their PC development team will 
dive full-bore into creating a 
game that combines the genres 
of fighting games and DooM-style 
3D shooting, with a few plat- 
former concepts as well, to cre- 
ate a truly genre-busting game. It 
hasn't been named yet, but from 
what we've heard, it has us 
chomping at the bit. Imagine 


throwing Akira from Virtua Fighter 
into a level from Doom. Add in the 
ability to fully interact with the 
environment, by picking up 
objects and scaling walls, and 
you have a game that transcends 
fighting and DooM-style games. 
The game will be entirely 3D, and 
the worlds, of which there will be 
eight, will be rendered solely with 
polygons. Up to six players will 
be supported, since Bungle is 
designing it specifically as a mul- 
tiplayer game. Although the level 


setup is like Doom, this isn’t a 
first-person perspective game, 
since the dynamic camera will 
float and pan around the charac- 
ter, even more so than in Battle 
Arena Toshinden. Imagine throw- 
ing an uppercut at an enemy (a la 
Mortal Kombat), and then watch- 
ing as the camera flies up from 
underneath your legs, following 
the path of your fist and flying 
with it straight up into the 
enemy’s jaw. Expect this “virtua 
DooM”-game to ship in late 1996. 


JULY 1996 






ACTION 


PETER OLAFSON 


different direelions. Ie;ivins^ in(le|)eiKieiil 
irnils of smoke. (All fli;if s missing is ;i w liiff 
ofl)iimingdiesel fiiel.)/\ii nelise 
enemy— not so much smnrt ns thick on 
the ground— proceeds to turn you into 
smoke unless vou smoke it first. 



poiiitment h;id little to do with the game’s 
performance' during the missions. ’ I liev’rc 
\’ery entertaining. Wlial s ciisa])pointing is 
the sense of emptiness that follows com- 
pletion of a mission, niercs a terse evalu- 
ation of your performanee — three strikes 
and s'ou’re out— and a decoration 
if soii've completed one of the 
eight short campaigns. But the 
game lacks a drawstring to make 
)'onteel ])artofaproee.ss. 


DIVIDED THEY FALL Core's two games are opposite sides of the 
same coin; Thunderstrike has great sights and sounds but poor 
atmosphere, while Shellshock suffers the opposite problem. 


Klying through bosky hills under the 
radar ceiling to rake an enemv eoi t\ ov 
w ith rocket fire, vou start to feel that this is 
more than a game, it’s an esperience. .A 
nice touch that reinforces the feel is the 
blasted w'reckage, or at least the evidence 
of explosions, w'hich often slays on the 
map. loo bad there’s no smoke. 

Ctore could have added one more fea- 
ture: the abilitx- to control the depth to 
which the Icnain isdrawii. I trec|uenllv 
lonnd the progam filling in the slopes in 
(he loregrtiund as I flew bv. There is no 
Mirer w a\' to lift (he suspension of disbelief 
than to w atch a game doing behind-the- 
scenes sluft on the main 
.stage.This mashavc 
been neec.ssaiy to make 
allowances for slower 
machines, but there’s no 
excuse for it on a 153 
Mi l/. Pentium. I'd have 
been happy to take a 
frame-rale hit .so that 
terrain wouldn’t fill in as 
1 flewoser it. 

I'hrtunately. this did- 
n't happen all the 
time — it may be a func- 
tion of the le\ el of activi- 
ty ona.seetioiiofthe 
map — and mvdi.sap- 



Duke Nukem 3D: Try these cheats on 
for size, Duke. 

dnstuff— receive ail weapons and 
ammunition 

dnitems— receive a full inventory 
dneornholio— god mode toggle 
dnscotty#— warp, where the first 
it is the episode, the second is 
the level 

dneashman— toss out dollar bills 
when the spacebar is hit 
Cheats supplied by Gamewire 


LOW-TECH TREADMILLS 

.Si iKULSi 1 (x;k has more of that 
sense of progre.ssioii and transi- 
tion. It finds you as the newest 
member of the commando unit 
“Da Warden/.” \ou command a 
tank on a 25-mission (our of thin- 
l\-disguiscd real-world liot 
spots — assigned hva "Charlie’s 
Angels”-like coinmanderw'ho.se 
face is hidden. In a given .scenario, you 
might have to destroy an armored divi- 
sion, blast an enemv base or free hostages. 
/Mong tlie w ay, you can fill your own 
pockets as w ell - - not cxaetK’ a noble 
cause, bill a nece.ssar\’ one— by driving 
over crates for cash that can be iLscd to 
co\'er repairs and ec|ui|)nien( upgrades 
back at (be ba.se. 

While it's lianding out lessons. 

Si iia.i .SI locK could take one from 
Ti 11 iNOhacs-i RiKls. It doesn’t lia\e that 
technological da/zle. In fact, as far as daz- 
zle goes, it just doesn't ha\e a cine. It 
doesn’t matter w here \ (iu are; (he terrain 
is alwass flat as a pancake (just as in the 
oiigiiialTiii'NntsR.S'ritiKiTand I don’t 
care whal fniil has been piled on loj>. It's 
still a pancake. 'I he only cover you get in 
ibis game is obtained from trees and 
buildings, and thcwashed-oiil buildings 
remind me of nothing .so nnieh as the 
ones in Mrgin’s grim Ml'iCI iWxKRIOluari- 
ani, Iron AsS-MilI'.’ [ he .simple ex|)losions 
base no kick, and leave no remains. And 
(he less-lbaii-impressive enemies make 
fnruiu like iron shavings to a magnet. 

for a dedicated shoot-em-ii]). 

Si 11 : 1 ,1 -SI lociRdoes behave a lot like a sim, 
allowing you to rotate the tank’s turret 
independent of the vebieie’s heailing, and 
gi\ing yon independent control over (be 




right and left treads fur fa.sl liandling.The 
final \ersio!i will have eiglit-pla\er net- 
work play— again, sometbing that might 
luwe slotted nicely into 'Ft it 'Nniaes'iKiKK. 

Si iRi.i.siiocKalso displays a penchant 
for spreading features around different 
locales, features that might heller ha\e 
been condensed into a single menu to 
mon: convineingh’ create the semblance 
of a place. In one case, the nnil's home 
ba.se is an abandoned island piison. Mach 
ofthe.se locations lias an allendani char- 
acter, and tliev’ll sometimes offer conlext- 
.s])eeific ad\ice and counsel. 

TANKS IN DA HOOD 

And here’s .something of a twisli’lhe 
members of “Da Warden/." all appear to 
be African- and Mispanie-Americans who 
speak to you in mc's.sages flecked with 
urban slang. (“D-Toiir," who rides w ith 
you, opines at the outset: “Cjcttin' res|5ect 
from the Waitlenz ain’t a given, y’know. Ya 
gol,s la freak to earn it.”) 

Wdiyam I lingering on this? W'ell, fora 
longtime, to judge from in-game eharae- 
iers, you'd think computer games had 
been conceiv ed when the Anglos met the 
Saxon, s. (kimes recently have become 
more dedicaledly multienllnral. but I’ve 
nev er seen a one that seemed to feature 
specific ethnic groups. 

If it’s to further the plot, well, then it’s 
different — and it contributes a great, 
grinding ba,ssy theme for the base 
.scenes- and never gets in the way of the 
storv, .And if it’s for marketing reasons, 
well, it's a little obvious, but it can’t hurt. 
Wdiile (he computer-game market lias 
expanded eiionnously, its penetration is 
still relativeivlow.'R) gmw, it will have to 
find wav’s to speak to gioiips bevond the 
twentysoinelhing iriiddle-cia.ss white men 
on wiiieh it made its bones. 

It's just a shame Si iia.LS! !Ot:K isn’t bet- 
ter. And it’s a .shame t!ie.se two games did- 
n’t meet up at some early stage of their 
creation. 1 .sirspcct that, together, they 
would liave made one marvelous combat 
.sbnol-ein-up (T) RiNDLILSI KXtK?). 
Standing back to back, they iniglil have 
propped each other up. Apart, each falls 
dow'ii where the other stands. And that’s 
no way to fight a war. % 


CC 


JULY 1996 




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Circle Reader Service #76 ‘ 




Solid 




ACTION 


REVIEW • DUKE HUKEM 3D 




Zra 


Price: S39.95 
System Requirements: 
IBM compatible 486- 
66, 8 MB RAM, VGA 
graphics, 2x CD-ROM 
drive, 25 MB hard drive 
space: supports Sound 
Blaster compatible 
sound cards 
# of Players: 1-8 
Protection: None 
Designer: SDReafms 
Publisher: FormGen 
Scottsdale, AZ 
1-800-APOGEE1 
Reader Service H: 322 


Nukin’ The « 
Competition 

Duke Nukem Ushers In The Next Generation of 3D Action 




by Peter Olafson 


D uke is king. The voicran of 
’l()dci Rcplogk-’s two 
Apogee arcaciers has been 
resurrected in DuK!;'. 

Ni iKK\i31^,and he rules 
the roost. I'br action 
gamers, ihis is heaven. 
DL'KlApreth nnieh the 
same cili/en soldier a.s in 
lliose early ])lalformer.s: 
shock of yellow hair, lank lop, blue jeans, 
big damn gun. 'Ilie differences; I le talks, 
he’s lost the Coke habit and he w ears 
lreud\'wraparoim(l black sunglas,ses. Oh, 
and he’s nf)w running around in a 30 
world like none oilier. 

Dl iKh; is \'eiy iniieh a D( >OM-sl\’le 
game: a sort oflTSDsplalterfest in 
w hicli our hero la\-s waste the local pop- 
ulalioii. opens kescarded doors, eollecls 


DUKIN' IT OUT Duke has a truly interactive environment; when you kill the aliens and 
watch their blood permanently stain the floors and walls, you’ll agree. 


► BULLS-EYE A handy feature in Duke is the 
crosshair; which comes in handy when you 
lodge a rocket in an alien's forehead. 

bigger and better mousetia]),s and acti- 
\'alcsend-of-le\ el aulo-dcslruet meeha- 
nisms. Il starts out in downtown I ,-V 
mrwes to near .space and then back to 
Planet I lolKwoocI for the denouement. 

But while Doom set the stage, Di iKt'’. fills 
in the details iu splendid fashion on 
almost evciylevel. 


IT'S TIME TO KICK ASS... 

Never before has ll lis genre seen a 
game that transports \'ou to such a lotalk 
immersive environment, 
WTen yourshots hit home, 
they spatter eneniv blood on 
the walls behind them, and it 
will be there when \ou come 
back. Walkthrough blood, 
and vou'll leave behind 
blond)’ lnolprint.s. Wlien vour 
shots miss, they leave bullet 
holes in the walls— and not 
optional generalized notion of 

want to 

from vour particular bullets. 
,-\l the end of each level. 

Duke doesn’t ealeulale abstract percent- 
ages, but lells v’ou bow many aliens v ou’ve 
actually scratched. 

Dl ikl';’s creators know the value of 
•secrel levels as well: There’s at least one 
for each e])isode. .sometimes more, and 
finding them is a task that will have von 
coming back to a level again and again. 


GROOVY 

In the classic Doom, weapons were 
es.senliallvever-more-powerful incarna- 
tions of the shotgron —you pointed it, 
pulled the trigger and the aliens w ent 
down. Dt iKf '. cerfainlv has its share of sim- 
ilar weapons, 13ut there's also the I’ree/.e- 
Ihrow er. w hich fires a stream of reflecting 
ice ciyslals, .setting up fiozen aliens to be 
shattered with a well-placed kick from 
Duke’s jaek-booled leg. 'I he Shrinker 
lemporarily reduces all but the strongest 
enemies to the size of a kew])ic doll, 
which .said leg hap|)ilv.smuslie-S to pulp. 

My favorites w'capons are the pipe and 
tripbombs, which allow vou the Inwirv of 
hilling the enemv w here vou ain’t. 'Hie 
former is effectively a grenade which can 
be thrown and then remotelv’ detonated 
to delightful effect. Ihe Iripbomb is a 'IV- 
remotc-.sized box that, fastened to a wall, 
emits a thin red beam. Break the beam, 
and anvthing nearb)’ is cooked. 

'I he inventoi-)' in Dl 'K!: is an improve- 
ment over id’s I liviti’iK;: It’s a real tool belt 


CC 


JULY 1996 




i s ir T i R g. 


Prepare for the 
Assault-We descend 
upon them with Fire! 


An action-packed multimedia 
gaming experience. 


Features smooth-scrolling 
combat action. 


Over 15 levels of 
heart-pounding adventure. 


ALSO AVAIUBLE 
THE REAL-TIME STRATEGY HIT 

WARHAMMER: 
Shadow of the 
Horned Rat 


In the grim darkness of the far future 
there is only war! 




NOW 

AVAILABLE 
for WIN 3.1 
and WIN 95 


http://www.mindscape.com 

Copyrighi 91996 Gww Wortshap Lid tnd Minilscipe. AH tights rescived. V^immer 
and ths Games Wo/tslmp logo are itgistered Iradematle of Games Workshop Lid. Dark 
Crusadois Is a Iradomark o1 Games Woikshop, Lid. MIndscaps Is a registered Irademaik, and 
Its logo Is a trademark of Mlndscape. Inc. 


womsmf 


Circle Reader'Service tt132 
















''.''/I''.- 













ACTION 


REVIEW • DUKE HUKEH 3D 


wliic'li N’oii’ll Cilll oil llimughoul the gnine. 
'Ihe items vou'll find iind load into the 
belt are essential to winning. 'Hie jel])ack 
allov\.s\oii to reach otherwise inaccessible 
high places. Night v ision goggles will dis- 
play eneinv silhouettes in utter darkness. 


and. sometimes, reveal hints inscribed on 
walls. Boots delay the toxic effects of 
muck nnderlool, and scuba gear allows 
you to breathe nndeiwater. 

If von can't use it, oro])en it, or other- 
wise interact with it. there's a chance you 


can just blow it up. Mirrors shatter to 
cx|X).se their pKwood backing, Ibilcts col- 
lapse in fragments, unleashing mini gev- 
sers of bine water. Biinb disintegrate. And 
certain walls can be destroyed to reveal 
new paths, hidden regions and shortcuts 




supplies it, and you'll teleport Into a hidden 
enclosure. Here you’ll find the entrance to a 
secret level (“Freeway") and, at the enclosure’s 
farthest reaches, a familiar figure hanging 
impaled on the wall. “We meet again, Dr. 
Jones," says Duke. 


Star Trek: The Next Generation 

The layout of the spaceship you explore in 
E2L3 should look familiar. A rough replica of 
the bridge of the starship Enterprise— complete 
with Ready Room (and a few non-regulation 
surprises)— can be found above the main body 
of the ship. After you use the conveyor belt to 
reach the circular forward area, open the light- 
ed panel to the right and shoot the button high 
on its left wall. This opens a secret door on 
the left side of the room’s central hub that will 
lead you to the turbo-lift. “Hmmm!" says Duke. 
“Looks like I have the coii." 

O.J. Simpson Case 

On E1L1, you’ll find a huge billboard read- 


ing, "Innocent?” after you drop down the shaft 
from the starting point, You’ll find Duke's 
answer to that question in E3L7. A large 
“GUILTY!’’ sign (with the exclamation point 
painted in blood) can be found in a crate-filled 
room on your right once you clear this level’s 
first key-card door. And check out the TV at 
the far end of the bar in E1L2 for a chop- 
per-eye view of the white Bronco and the 
“low-speed chase." 


2001: A Space Odyssey 

Beyond the forcefield off the arena in E2L8, 
you’ll find a scarred rock wall. Destroy it, and 
follow the corridor it concealed, and you start 
to hear a familiar chorus and, eventually, find a 
famiiiar black, rectangular shape. 


Indiana Jones 

On E3L8, take the elevator to the upper 
level of the hotel and find the “L”-shaped 
swimming pool. Step into the waterfall that 


The Empire Strikes Back 

On E2L7, descend the shaft in the 
right-hand barracks in the Crew 
Quarters, and enter the circular vent 
opposite your landing point. This will 
bring you to the brink of a deep, Dark Forces- 
like ravine. In the opposite cliff, out of sight and 
slightly to your left, you'll find a jagged open- 
ing. Within, you’ll find young master Luke 
strung up by his feet, a Shrinker in place of his 
light saber "Now, this is a Force to be reckoned 
with.” sai^ Duke. 

Quake 

Once you emerge from the 
tunnels at the start of E3L4, 
you’ll find yourself facing a black 
office building with a triangular 
sign designating it a "Quake 
site.” This is a replica of the 
Texas HQ of id Software. Jump 
up on the ledge that fronts the 
building, and you’ll set off an 
earthquake that leaves the struc- 
ture in ruins. “I ain’t afraida no 
Quake," says Duke. 

The Simpsons 
If you can find a spare 
moment in your battle with the 
final boss in E3L9, check out the sky for a 
blimp advertising Homer Simpson’s favorite 
brew. (It's spelled “Duf" instead of “Duff.”) 

Blow it up for an extra surprise. 


D uke Nukem 3D is a regular cornu- 
copia of references to movies, other 
computer games and recent history. 
Here’s a sample of what awaits pop- 
ular-culture vultures, and tips on where to find 
them. 

Doom 

In a secret area behind the prison chapel in 
E1L3, you’ll find a familiar-looking corpse 
clutching its bloody throat. Duke’s comment: 
“Hmmm. That's one Doomed space marine." 




cc 


JULY 1996 





CHOMP!™ 

Gummi Savers® 

Snakesi spiders-, dentists 
Sharp teethi slurpy tongue-. 
Gummi-loogies 
To pig out- Or die trying- 


Name 
Fuel type 
Known enemies 
lileapons 


Mission 


ACTION 


REVIEW • DUKE NUKEM 3D 


l( ) ])icvimislv t;xpl( )ii;cl areas. ’ 1 he lc\ els in 
DuKI'.are a .solid ii]o\'e in ihe direction of 
ihe nnitahle einironmenl —one in uhicli 
onh thc player is a given. 

Of course, if you vvanl more flexible 
le\’els, you can always build your owo with 
the Build editor ihat is included on the 
Cn. along w illi a range of uliiilics (includ- 
ing a Dc)()j\i-lo-Biiild coinericr) and 41)- 
ocki page,s of (locuiiicntation.;\l.so on the 





CHILL OUT The Freezethrower, which turns enemies to ice, 
isn't the only unique weapon in Duke, but it is the coolest. 
Kick frozen enemies for some earth-shattering effects. 


CD are the complete versions of Ihe origi- 
nal Di W. Nl IKI I.M and DuKl'i NUKitM 1 1, a 
rail of A|)ogce demos and screens lor 
Di ■KKfo!!ow-u|3.sSll.\nc)U\\'.\l<Ki()l<and 
Bi.ODiyand 40 Rcalnis' next-generation 
game, the Qi i,-\Ki'.-likc Pui’n'. 

NOT QUITE 3D 

And yet. for all lhat, it is not perfect. 

I )iike's sD is not true slT, as will he imine- 
dialeh' apparent from its lexlurcd ZD map 
mode. It’s an cffeclis c simulation of siT, 
w ith bridges. over]3asse.s and ram)5.s. but 
lacks the \ isceni! appeal of a Im n I iKhl 

SlKKiK. 

While the opening and closing 
eprsocles arc consistently inspired, tlie 
middle space episode seems eompar.ilise- 
l\’ tame in layout, depth and challenge. 
(^\■hal happened to the notion ol being 
hl(A\ 11 out into .space b\' blowing up the 
wrong wall?) 

'lechiiicalK; DiiKF.s\cr\' clean. 

I lowev'cr. the rich e.xplosions sometimes 


appear in front of .some background 
objects hut behind others— and in later 
Ics’els I occasionalK' knind gTapliical 
garbage tracking Duke’s ))a.s-s-age. 
Moreover, in certain respects, Di)Ki:is too 
close to Doom. 4 he e|Di.sode-ending con- 
frontations with giant bos.ses are all set in 
arcna-stx’lc levels. Indeed, tire final one is 
in a real arena —a football stadium, com- 
plete with cheerleaders and goal posts. 

There has to be another wav to do lliLs; 
the bos.s conlci pursue Duke into a section 
of city built almost entirely of destrov-able 
walls. Duke’s task would be to avoid his 
enemy and the detonations around him 
and search for the one building lhat the 
boss can't destrov. This ending would have 
been iikac consistent with the interactivi- 
ty of the previous levels of DUKE. 

.Wid last, but not least. DUKl:; is bound 
to elicit criticism that it demeans women. 

'I he original shareware version .set off a 
small firestorm online when the reference 
"killbitch" was found embedded in the 


7 don't want to read 


DOCTOR 

NEVER USE A BOOT DISK AGAIN. 



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Every time you start your computer you will be presented with a menu of configuration choices (e.g.: Old Configuration, Windows, 
DOS, Games or Custom). Just pick the configuration that fits. No more making boot disks or Windows 95 shortcuts. 

- INCLUDES CUSTOM CONFIGURATION BUILDER 

Make your own additional configurations that automatically launch games at startup - all you do Is pick from the menul 




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Circle Reader Service #231 





DUKE NUKEH 3D • REVIEW 


code, 'I bey w on’t !iii\ c to look th;it far this 
time. Women here are rc|)rcscntecl as 
exotic dancers, cheerleaders and naked 
alien captives. /\nd lest you think Duke 
sliould .somehow be excused because of 
his ostensible role as re.scuer and Karth 
.savior, well, think again, isneountering a 
bikini-clad dancer, his contribution to her 
is: "Shake it, bab\'." \Micn he takes the 
mike at a liberated radio station, his spiel 


^APPEAL: Duke is for those who 
want to play the next level of fast, vis- 
ceral 3D action in an immersive world 
with attitude. 

>PROS: The most interactive game of 
its genre; incredible graphics; cool 
weapons, levels and monsters; campy 
humor and a built-in scenario-editor. 
KiOHS It’s not true 
3D, there are some 
graphic inconsisten- 
cies in later levels, 
and the overall 
treatment of women 
is demeaning. 


for K'lTI' is “plasing the bieast...uh, the 
bcsl tunes in town." 

One other note on DuKi': is its multi- 
plas er mode. It is incredibly fun blasting 
your friends in a DukI'IMa'I'CH, bul the 
levels in DukI'- are much loo large when 
plavnng with on!\- a few [reoplc. You could 
end up spending more time looking for 
your friends and less lime actually shoot- 
ing iheiu. Ilic major problem with miilti- 
plav, though, is that you can't enter and 
exit the multiplayer matches at will. So if 
you w'anted to exit Dl 'Kt; and change \'Oiir 
name, or if a newcomer wanted to join a 
game in [jrogress, you’d have to wait till 
everyone else c|uit and start a new game. 

But, having said all that, Duki; is 
ab,soliilc fun. It’sgreal decoastnicling ihe 
alien a^essors inlo component ey e- 
balls. teeth and limbs while listening to 
Duke’s throatyboii niols. DuKi'.’s cini- 
ronmeiil isn’t the most compelling 3D 
yvorld I’ve seen, bul il is the mo.st fully 
realized; dcasely populated with things to 




■ r 

A'4r'": 

V 



'■'e / ’ 

F- 


i' 


'.1 


•' .. 




WHATS IN THE EGG? The women in Duke are treated 
poorly, appearing in demeaning roles or as captives, like 
this woman in what looks like an Aliens-sV^le egg. 


discover, things to interact yvith and things 
to bloyv to hell, 'leali, the juvenile humor 
gets thin after ayyhile, but it gives the game 
attitude and personality.’! here certainly is 
room for improvemenl in DUKE, bul the 
enyironment Is righi and the gameplay is 
fun. So maybe ncx1 time, yvc’ll get a game 
tliat aims a little higher. Unlil then. I’ll be 
shattering some aliens with m_v bool and 
the tnistyol’ kreezetlirower. % 


Plant Trees for America 




the Arbor Day Foundation. 

Your trees will be shipped 
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in the fall. The six to twelve inch 
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To become a member 
and to receive your free 
trees, send a $10 member- 
ship contribu- 
tion to Ten Blue 
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Join today, and plant your Trees 
for ^kmerica! 


The National 
Arbor Day Foundation 


T ree.s provide food, shelter, and 
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ACTION 




REVIEW • ABUSE 






Price: $44.95 
System 
Requirements; IBM 
compatible 486-50 
(486-66 for net play), 
8 MB RAM, VGA, DOS 
5,0 (Windows 95 for 
net play), 2x CD-ROM; 
supports Sound 
Blaster-compatible 
sound cards. 
If of Players: 1 (2-8 in 
net play) 
Protection: None (CD 
must be in drive) 
Developer: Crack Dot 
Com 

Publisher; Origin 
Systems 
Austin, TX 
(512) 335-5200 
Reader Service if: 323 


Abusive 

Side^roller 

Crack Dot Corn’s Baby Suffers A Few Deformities 


by Paul C. Schuytema 

ciicvcr I run intou 
pliilfonn game, i 
akin’s meiital]\’ 
coni])are it toiny 
favorite Sega cart: 
C.liOlJLS/VND 
GliO.s'iS.'niat 

giiiiie was one of 
the first Sega 
games, released in 
the late SO.s, Vet, for plavabilils and bclicv- 
ability, .Vntisr: falls far short of the \ enera- 


bic side-scrolling classic. In Crack Dot 
Coin’s Anusi',, soifre an innocent trapped 
in a prison, who must stop a mad scientist 
from unlciishing a deadly virus onto 
luimanih with nothing but xoiir hiillle 
armor and laser giin.’lliat, plain and sim- 
ple, is tlic entire plot to the lamentiible 

PLATFORMS REVISITED 

At its liearl, AlUiSK is a platform 
scrolling game, where you're running 
iiroimd bliisting ever\ thing in sight in vour 
•search for pow erups and the end of the 


le\cl. I ionesth’, I was pretb’ jazzed when I 
first dose into il. I was intrigued when my 
alter ego, NickWenna, began the game 
brealhinglicas'ilv, bobbing up and down 
Irom e\]uiu.stion. I controlled his legs with 
ihe kc\ board, hut aimed by using the 
mouse. 1 he dual controls were u.seful. 
since I could run one wav and shoot 
behind me, or .sni[>e straight up if 1 need- 
ed to. 

Off to a great slart, 1 had high hopes for 
this retro game. Sadly, those hopes crum- 
bled the first time I encountered a rabid 


beastic. 'nic,A//c’n-csc|ue demon was jnsl 
a biuiT\’, flickering mess of pixels, w ith no 
teal personality. The creature ran around 
so franticalK' that an)’ hope at careful aim- 
ing was futile. N lore irnportantK’, though, 
was that the creature’s chaotic behasior 
made it more of a "Ihing to shool” than a 
Ihrealeningmulanl. Inshoit, the illusion 
of the game was broken mans’ times, and I 
ceased to be "in” niv alter ego aiwinorc. 

'Ihe lllirsion further disintegrated w’hen 
I ran down a slope. No allempt was made 
to make it realislic, '1 he .same anim.ilion 
as a flat platfonn run w as irscd, so that 


w ith each step, one foot was planted in 
thin air and the other was in fmnt of Ihe 
plalform. 'Ihcrc’s just no cxcirse for .such 
visual slopplncs,s. 

1 he list of irritants goes on and on, 
from a large mining drill that pirshcs your 
character along, even though you're w’cil 
above it, to switch puzalcs created in such 
a wav’ that there is no time to logicallv 
soK’c them— all you can do is stab at the 
keyboard and hope for the best. In fact, 
much of the design Iheoiy of this game 
comes from the A on must die first ” 
school of thought, rcc|uiring v ou to .sacri- 
fice a life in order to get the needed infor- 
mation lo advance. 

OMINOUS SOUNDS 

On the up-side, there are a few cool 
things in Al!i!Si-;.'lhc digital effects are 
w’onderfui and ominous. ' 1 1 lere arc lots of 
nittv’powcnips and a slew of weapons to 
snatch up, ,\nd von can piav with up lo 8 
other jdav’crs inanciworkgame. In nel 
plav', some of the weaknesses of the sin- 
glc-]r!av’er game fall aw av; but going 
mano-a-mano in Lsr; falls far short of 
the lirst-per.son Deathmatch experience. 
If you like side-scrollers, vou’re better off 
dusting off vour old Genesis, because 
Crack Dot Coms.VitliSI'; fails far .short of 
even Ihe status quo. % 

APPEAL: Side>scroller junkies with 
nothing else to play or gamers longing 
for a customizable console experienca 
PROS: Great sound effects, cool con- 
trols, and a level editor; supports net- 
work play. 

CONS: Pixelated 
enemies and bad 
game design. 

Nothing new here— 
would have been a 
decent game on a 
Genesis in 1990. 





ce 


JULY 1996 





<a>ne 

aff &V<sX' ^e 


UHiUElisE. 


You 


be 


By far, the largest, mo^t 
detailed foes ever seen in a >. 

fighting game. Up to 3/4 of ' . 

the screen’s height. i 
innovative screen panning^ > • 

zooming, real-time scaling, / 

shadovi/s, and special wiv . ' * 

Interactive, animated^ and) 
detailed backgrounds^that 
often hide special dangeps/.., w 

8 characters, 2 championkt. 
and a nasty surprise. ^ 

Special moves, combosi 
resurrections, 8 humi}i»ons&^ 

Blood sucking, claw siasfk lA 
ing, tail whipping, karate ^ 

kicking, fist ramming, body V 
slamming, blood spurting \ 

action — need we say more? 


" v-'' 

^ '' ' 


"...reyptutianary game design, it may indeed knock fighting fans into another 
■ universe of apocalyptic action.” — Strategy Plus 






|j-;> 


f it ' s[ ' 




^Wwi 



Gen 

INCORPORATED 


Developed by Argo Games Software Creations Web BBS (http://www.swcbbB.com) 

Published by Apogee Software, Ltd. '%[r • WWW Site (http;//tfwvw.apogee'l .com) 

Distributed by FormGen - CIS (Go APCXSffi) AOL (Keyword APOGEE) 

° ® “ Circle Reader Service M247 



u u 


ACTION 


REVIEW • BIC RED RACIHC 


g 


— 

KIHW!) 




:iar 



Price: $29.95 
System Requirements: 
486DX-66 or better, 
DOS 6.0, 8 MB RAM. 

2x CD-ROM drive, 
SVGA graphics. 42 MB 
hard disk space, 
mouse: supports 
Sound Blaster compati- 
ble sound cards, 
Thrustmaster steering 
wheel and pedals. 
# of Players: 1 to 6 
Protection: None (CO 
must be in drive) 
Designer: Big Red 
Software 
Publisher: Domark 
San Mateo, CA 
(415) 513-8929 
Reader Service 324 




Dumpiruck Derby 

Big Red Racing Is Even Too Juvenile For Juveniles 




by Gordon Goble 


I tried. I reoily did. 1 trial to 
put myself in the iniucLsct 
(>l the young crowd ;il 
whiclt BlC Hi'in K'NCiNCis 
.surely aimed. I .swore a 
whole bunch, flipped 
through an old TTationa! 
Geographic to catch some 
.skin, then listened to a 
Green Da\’ CD. As a final 
measure, I rented the movie 'Ihc I 
/er/,}' Rfj)s. It didn’t work. I still I 
found Bic; Rl-.n to be extremely 
juvenile— most likely too juvenile even 
for juveniles. 

As the name suggests. Bit: Bt';n is a rac- 
ing game, backed with suppo.sedlv 
humorous witticisius, \ crbal effects and 
visual coolnc,ss throughout both the rac- 
ing itself and the menu. As it turns out, the 
racing is chaotic, repetithe and confirsing, 
and Ihe attcm])ts at tcein-bopper humor 
are ta.stele,ss, .sexi,st and just not funny. 
Although the idea behind Blc; RlSDrealK’ 
wasn’t all that bad, the e.\ccniion leave.s 
much to be desired. 

'Ihe idea? Well, let’s just sa)’ that Bic; 
K!; 1 ) offers the opportunity to race vchi- 
clc.s that are not nomially .seen in eoinpe- 
fifion, on courses that are literallv out of 


BIG WHEELS The Ireland course is an easy one; 
the sheep and the bouncing trucks. 

Moon, Venus and Mars, It could have 
worked, but... 

A REAL LEMON 

’ [ lie annosing stuff begins right fiom 
the start, with menu .selections that .seern 
tovibrateon the .screen. 'Iliongh it’s 
meant to be way cool, mo.sl first im|)res- 
sions w ill be, “Me\’, is there somcihing 
wrong with m\’monitor?'”niercafter, 
each menuing key.stroke w ill be accompa- 
nied by one of several witt)’ audio bursts. 

II you’re lucky, you’ll gel something only 
marginally irksome like. “I feel like 
drinkin’ a gallon of tuqrenlineand pissiiT 
on a brush fire, " while the ImK’ l)les.sed 
will enjo)’ the tasteful sounds of buq^ing. 


► up and away Despite the innocuous track, the helicopter is one of the toughest vehicles to race with. 


lliis world. Big rigs, snow|)low,s, airboals 
and helicopters arc just a few of the \ ehi- 
eies a\ aiiabie, while racing \ eniics range 
from Arctic .snow drifts to circuits on the 


farting and really stupid laughter, seem-- 
inglj’ stolen dircetK' from an epi.sodc of 
the tele\ision classic “l lee-l law.‘''iecch. 
As )Ou to,^lc through the menus. 


you’ll find that BlC 
Rf':n isn’t all bad, as 
exemplified by it’s 
extensive gameplay 
options. Aside from 
the two dozen courses 
and 16 vehicles, you'll 
be asked to choose 
between one pkner, 
two pia\ er s[)lit screen, 
just watch out for h' o player modem 

and six-pla\er network 
modes. There’s also 

the driving control .section, w here you can 
make your choice of steering, accelera- 
tion and braking input, analog vs. digital 
joystick, and tlie like. If vou’re realiv’ into it, 
} ou can jrick one of .sev eral arcade-tvpe 
“characters” as your driver, a color 
scheme for his or her driving suil, and 
logo for your rig. 

Mom there, its on to (he track and 
aside from a somewhat cnjovable network 
situation, this is where bad goe,s to worse. 
It’s hard to pinpoint what’s wrong with rac- 
ing in the Big Rivn world, but it’s easy to 
.say that it’s not compelling. Visually, it’s a 
Iriie >-D affair, but the elemenisare beta 
simple, with off-killer v ehicles and 
strangely textured and confusing poljgo- 
nal terrain, 'Ihere’s little 
difference between the 
SN'GA and \'Cl'\ modes, 
and despite the graphic 
simplicih of the game, it 
ran slow ev en on ni)' 
Pentium 90, On the 
upside, both re.solution 
and w iudow size may be 
changed on (he fly 
Ibices are three laps 
long on any given (rack 
and they last three or four minutes, 'lire 
action is hectic, as cveivone tries to nego- 
tiate Ihe wild dips, hills and turns that are 
[jresent just about evenwhere. I ;ind- 


CC 


JULY 1996 




riL) on tbc 8tb Ciap. 
split to iHaui. 





Gon't forget 
to fccb tlje fisl). 




INTRODUCING Afterlife 


THE LAST WORD IN SIMS. 



WiNPOWs 95, DOS ANP Macintosh 
CD-ROM 


Welcome lo An.-rlif.-. I'h.' Ili-sl w-orUl-huilcling 

simiilalu)!! ihat Ids you maiuific- two piiiiit* planes of 
"unreal eslaU***— lu'a\ eii and hell — simullaiienusly. 
Possessed of an uneai tlily sense oi humor, it all l.ie^iiis 
in a God-kiiou's-wlienr galaxy. 'I'liere. hiilions ol ileparled 
souls hunger f'oi' you lo giv<- them uhal llu-y deseix'e. 


Start with iIk' Peai'ly Gales ol' 1 h-aveii 
or llie I'icay Gales of I loll, zone in liloeks oCdeadly 
Sins or goodly Virtues and Imild some I'oaiJs. 
Soon, the tleai'ly d<'])arled ai'rive in di-ove^s. 



ZJ iSASTERS OF DIVINE 
PROPORTION INCLUDE Dl$CO InFERNO 

(pictured), Hell in a Handbasket 
AND Heaven Nose. 




^UILD AND MANAGE TWO PLANES, 
HEAVEN AND HELL, SIMULTANEOUSLY. 


Keep llicMii liappy ciiid yt)u lloLirish. 

Lose loc.i many iilong the wiiy tm<l it's a visit Iroin 
llie Four Sur['«“rs of the .Apoealypso (not a good lime). 
Fa<-lor in a half-dozen or so disiistei-s (not iiu-luding 
total annihiialiim). moin^y ))rohli;ms. lost souls, 
headaehes fm the p!an<-t lielow. aiul things 
gi:l i-om])lieal<-d in a huri-y. 

V^lth o\’er 200 arlisliejilly rendered rc'wai'ds. 
nearly .‘JOC) rK;lailerl tiles and Imililings. more maps, 
graphs and c.-liarls lliiin you ean shake a pilerhfork at. 
|.ilus the most sophislit;aled <‘ngiin‘ of any sim game 
beginning -with tlie lelti.-r ‘"A." you've got 
iiifinils^ luHirs of gam<‘-play. 
Afterlllei Keaeh llie end or die liying. 


?Seep $1 


? SOULS HAPPY BY PROVIDING 
THEM WITH THE REWARDS ANP 
PUNISHMENTS THEY EXPECT, INCLUDING 

Eternal Afternoon, Tooth or 
Dare and Dreamadise (pictured). 



fA 


Jasper wormsworth and aria 

COODHALO HELP YOU KEEP TRACK OF 



http://www.lucasarts.com 


Jb 





YOUR SUCCESSES AND FAILURES. 





ACTION 


REVIEW • BIG RED RACIHC 



tniting, even in compiirison lo llie weak- 


lockccl vehieic.s will fed the wmlli of 
water hazards and abrupt mountain faces, 
while boats will do their best to keep in 
the middle of their narrow fjords. On 
paper, tliis all .sounds pretty good, hut in 
praetiec it’s tough lo tell what’s up, what’s 
down and which wa\' the dam course 
goes. 

Adding to your woes, the drising 
model is .slopp), unresponsive and fnis- 


est of arcade games. Banging bumpers is 
quite common, and if (he confusing 
graphics don't throw you miles off course, 
progre.ssi\e damage to your vehicle might 
do you in. Multiple viewing perspectives, 
courtesy of rotating cameras, hinder 
rather than assist. l-lowe\er. with a couple 
of trial ains on each course the whole 
thing gets [Drelt)' ca,sy, and as a final blow 


to gamepla)' loiigesily, winning a race 
against com|)uler competition becomes 
almost second nature. As mentioned ear- 
lier, racing against real people would 
improve lliings somewhat, but other 
arcade drivi)ig games such as WniPL-vSfl 
and Sc:i(l'.AMi':it also feature network plav, 
and arc infinilelv heller. Aside from the 
concept, this is one game that reallv can’t 
he recommended to an)' age group. % 


APPEAL: The immature and imma- 
ture-at-heart who hunger for a wild ’n' 
wacky driving game that’s got very lit- 
tle to do with known physics. 

PROS: Good multiplayer game, lots of 
camera views, a variety of vehicles 
that includes high-performance 
dumptrucks and 
snowplows. 

CONS: Perplexing 
and dated graph- 
ics, crummy driving 
models, easy victo- 
ries, tasteless 
sound effects. 




They*re exactly the same, but somebody 

just paid $100,000 for the one on the right. 


Use illegally copied software and 
you're committing a federal crime with 
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TERRY COLEMAK • CLASSICS b PUZZLES 




DIUIII 

Instrame 

A/o Puzzle Power In The CrossWorld 


can remember when the 
Sunclav edition of the 
Neir )()rk I'imcs intimi- 
dated me. There was the 
newspaper's slieer size, 
llie irieredilrle range of 
critical thought in the 
Times Book Rei’/eii'-and 
then, there was that das- 
tardl\'pii/y.lc. L'ditist, 
obtuse, arrogant. \ es; but it was a turn- 
ing point for mew lien 1 finallyeon- 
quered tlie abstruse construction, final- 
l\- fulfilling its all-too-gcomctric hori- 


►The big news for play- 
ers of classic parlor 
games is that Hasbro 
Interactive is working with 
Westwood Studios, among 
others, to produce new 
versions of their classic 
board games. Bahleship, for 
example, will include a basic 
I and advanced version (don’t 
I think about that one too 
I much). Risk! gets not merely 
I a graphic facelift, but a new 
I Al and more playing options 
I than before. Scrabble will offer 
I a “marble” board, stone and 
wood pieces, a tougher com- 
puter opponent, and a cus- 
tomizable dictionary. These 
games are getting the same 
royal treatment as Monopoly 
did, which means lots of flash, 
cool animation, and best of all, 
the promise of Internet play. 


zoulal/verticiil layout to perfection. 

With the explosion of Ihe gaming indus-' 
tn; it comes as no .surprise lhaf flic 
graiiddaddy of all puzzles should go 
muhinicdia, along w ith lliaf of its great 
eom]3elilor, the LA Times. 

Rut Pl.'//i,i';P()\vi';RbyCenlii)ii 
Soflw'are 'lechnologics ea])liu'es little of 
the grandeur of the 'I be puz- 

zles arc far too cas\-: wiicre are the adice- 
ti\ cs like “splendiferous?”: win’ docs the 
accent of the announcer (as if you needed 
one) sound so middle 


►Berkeley Systems continues to 
develop its You Don’t Know Jack 
franchise, with version 2.0 sched- 
uled for October. Promised fea- 
tures include improved graphics, 
even more zany questions, a 
"High Score” list, and the possi- 
bility of mystery celebrities. Also, 
You Don’t Know Jack: Sports 
should make it in time for the 
Autumn playoffs. 


Aniciican, us he points out \t)ur hits and 
misics? (I would lun c been happy with a 
cabbie from the Rroax.) Wliy is it so bor- 
ing \isualK?'lherc is .some variety in the 
six games encio.sed. But you’ll rarely need 
Rogc’/s 7/!c',s’(/!//i/,s-il i.s included, by ihe 
wav-whethcr .solving the lame puz/.lcs, or 
creating code of your own in Ciyplos, 
Quote I'lills becomes an unfortunate pun, 
and Puzzle N luster never lives up to its 
name. And while Kriss Kross might be 
educational. I’d rather listen to the 
band-they’re a lot more hip. 

CAUGHT IN A CROSSWORLD 

1 f \ ou approach a new medium in a 
linear fashion. \'ou preth’ much lose the 
strength of both the original (paper) 
and the new- (computer). Cametek’s 
c.x|)cricnce in mediocre game show' con- 
versions to the computer, such as 
|l ',(iP\RiW, is w ell-emploved here. A w orse 
problem is the material: word searches arc 
a lot likcTic-’lac-'lbe. in that w hen you 
learn the .secret pattern, play becomes 
mechanical and boring, landing .solutions 
in C“l« )SSW( iKLf) is thus a lot like looking 
fora pixel in.i haystack in a particularl)’ 
irritating adsenture game. 

In fairness, the production lalues of 
CrossWc )Ki,n are a lot better than 
Pi </y.\.\- l’( )\\ I'.IL In fact, if creating profes- 
sional cro.ssworcis and word searches lor 


IH These 
computer puz 
zles need an 
old-fashioned 
pencil sharp- 
ener. 99 


cc 






TERRY COLEHAN 



RESCUED ADRIFT 


Your missi on is to unravel the my stery 
behind the Ma}e5tic’s.,star-crossed voy age . 


Majestic” Part i: AllenEpcpunter is now at 
your fav ori te retaile r 

oLcall 1-800-PIRANHA, 

AN H A 




Da £ie«)e Cjue: glvtis fiptions ijelp 


■ -Ifflxl 



smog 

.± 

sluilias 


surl 




television* 


wine* 


VQScmilc* 



gasiartj C^HMPut^ft 


Jl® MMSich - CAUF.SPZ 


jW" 


BLACK & WHITE And read all over is Puzzle Power, nowhere near the magnificence of 
its NY Times brethren. 


Ete Biclion aoi Quei Qplicins fiboul 
Puzzle 


■ -inixi 




11 




WordSearcher 


S?EV 


ECNANEPHATPSTNL 
TSAUEIRTSNEIOTU 
SNHRD@ORAIMSELM 
EIADO®UACOGRTTP 
JPLPYfSiDNOMIGINY 
R E L ■■■■ SBPTGUTL 
ENUSIUEPROHAILT 
TICARTOOETRUSOS 
GTMDLWRQNOTR 
EUOAAOEDTOGE 


R N I 
A R N 
H 0 A 
C M T 


C R D R C D E 


ASET 
S E N S U 0 I 
CD FORMA 
EE S C A L A 


R E 

0 R 

1 S 
E S 


N N Y 1 
T I L I 
T A Z I 
MAD] 
R A I I 


Hon. May 13 


17 AH 




.jHodiuB 1 4 1 j » j 

CARO 


CASA 


CHARTER 




COWER 


CZAR 


OEESCALATES 


DENNY 


EQUITY 


ETTES 


FORMALISM 


HALLUCINATED 


JEST 


LARA 


LITERATES 


LUMPY 


MOCKERS 


MONDAY 



NO APPLE HERE While CrossWorld is a bit better it still has some weird limits, often 
with several obvious words being left out of the puzzles. 


your local knittiirgclub is iinporhinl to 
you, then CR()SS\VORi,n is ;i ruisoniible 
biiy-biil iIkiI’s claming wilb faint prai.se. 
indeed, Wliat most clLsappoinls about 
both C;i«)Ss\V()Rt.f)aiKl Pir//i,i.; PcnvKR 
is that they are from top-notch publica- 
tions, yet they constitute the great step 
backwards from .such inspired fare as 
Snl\KT (see Cbaiies Ardai’s ie\ic\v 
in lliis section), it’sliard to Ix'lievc tliat for 
my wecklyero.ssw'ord fi-\. tlie lieavsueight 
class is still of wood pulp, ralber than 
Pentium. % 



The most common lettere in the English 
language are ETAiONS. An easy way to 
remember this is the phrase “eat 
ions”-close enough for solving puzzles. 
When working word searches, most peo- 
ple look for common words and phrases. 
Try searching for weird consonant blends 
and you'll solve things more quickly. 


Avaitable for Windows* interactive Pu!)llshing.lnc. 

or Macintosh* ^ ^ 85283 

Ptione: 6o2.49i.o$oo Fax:6oZ49i.S990 

Circle Reader Service #293 




CG 


JULY t 996 








■Next Generation 


Shellshock and O.S. QOTftaiy.tradt 
Playstation and the Playstation l ogo^ re tra' 
SEGA and Sega Satorn are tn^&arks i 
Circle Reader Service if83 ' • ■ 















CLASSICS 6 PUZZLES 


REVIEW • SMART GAMES CHALLENGE #1 




Price: S39.95 
System Requirements: 

386-SX or higher 
processor, Windows 3.1 
or Win 95. 4 MB RAM, 
2 MB hard drive space, 
256 coior SVGA graph- 
ics, CD-ROM, mouse. 
Designer: Know Ware 
Publisher: Smart 
Games, Inc. 

Marblehead, MA 
(888) 427-2469 
Reader Service ff: 328 


Puzzle Pastry 

Smart Games Challenge #1 Is A Puzzle-Meister’s Delight 



by Charles Ardai 



[>ii>y.le compilation i.sa 
fragile tiling, like a 
souffle. Willui .slight 
variation in teinpeia- 
tiireand iinpro|)er 
bleiKling of the ingre- 
dients, the tantalizing 
1 eonfeetion yon w ere' 

[ counting on can come 
lout a .sogg\' nie.ss. ' loo 
main compilations loda\ are made 
using creak)' ])nzzlas eshnmed Iroin 
the Brainlea.scrs' Cra\'c\'aril and a 
tea.spoonful of fancyvisnal elTcels 
lhal i.s then carcie.sslv mixed logcllier 
in a C)l )-R( )i\ l. What conic.s out of 
the oven are fallen .souffles lhaf lack 
the dash ol (he intelligence, imagina- 
tion, and wit rcciuiicd to make (he 
batter rise. But once in a \\ bile, a chef 
comes along wlio knows tlic dillcrciice 
hehvceii pnifand pastn: (he de.sigiicr of 
S\i MIT C l.wiisS C)i LAi.i.isNCi-; tl \ is one 
such, and people who .sample hi.s work 
will he satislied diners indeed. 

BOY, THAT SMARTS! 

'I here are 20 different conlests in 
.Sm\rtG. Wiles. iuciiiding\\oi<l.scarehc.s. 
peg-iumping games, .sliding-tile puz/ics. 
and eveiyone's fasorite, "1 ,ifc.”’nic won- 
derful thing is that not oiiK'are there plen- 
ty of fresher puz.zles, but e\cn liic old 
groaners look downright sna/yv. Mic 
screen does look handsome; the gniphics 
and jazy.s' musical score are on par with 
timse of Berkeley Ss-stcius’ wouderfiil 
You Don’t KnowJ.ack, but what rcalh' 
holds your attention is the chance for 
some serious mind-exercises. 

Mach game has behsecn band 20 \ari- 
atious, and while the first fs usualK' quite 
basic, the 6th or2()th is guaranteed to 
lease seins in }'our forehead bulging, lake 
Cnplogninis. for iiistance. The sucker 
hait.-TOBKORNOTrOBh:,” hardiv 


=1 


Smart Games Challenac 

F 

Mavigate Qptlons Puzzle 




Help 

Native 

Tongue 

talaowe 

im 

arl'rnakat ' 


:T': 

CUARfNr 

S(0U 

ItS! scon 

SHU CtMt 

i 

wek'abube 


EWig-s'Vj 

K 

tepawo 

TOFT' 





[translate: 

tree 













m~5TTT 






1 Sm I 1 


Srfiart G^es Scare:~'i 


•NATIVE TONGUE DEPRESSOR Translating “prehistoric ianguages" in Snwrt Games requires more 
than sticks and stones. 


dcseivcs In be called a crxptogram a( all. 
But don't go jumping to an\' conclusion.s. 
the water gets dec|) awfulK' fast, and b\' 
the time \<)U get to number 20, \on1l be 
deciphering row after row of complete 
gibberish. What's nifl\' aiKnil SMART 
C'/AMisS is (hat you can enstomi/e the diffi- 
cult)' lev el; there is no wav to gel stuck if a 
pu/yle is too hard for von. and no need to 
work through puzzles von find too cnw. 

lanv of the games test visual acuit)', 
.some vocabular)' and some optimizaition 
.skills. Some you’ll recall from IQ tests of 
)'our childhood like, "Can this flat dia- 
gram be folded to ])mduee this cube?" 
Others .seem like the brainier cousins of 
video games. ("Use the forklift to move 
each h:ill into a container; l)alls can onlv 
be pusiied, not pulled.") One of the best 
games teaches translation using an invent- 
ed language where vou learn vocabularv 
and .sentence stnieture bv c.xaniple. Yai 
tran, slate simple words and phrases like 
'irce”and "bn)wn bear" lirst and linall)' 
complex .sentences like, "i iiuni brown 
bears with a stick." 


Now for tiic dreaded c|uc.siion-is 
Cl l,\l.l,KNca': ll\ an educational game? 

I leavens, no. I refuse to give it tiiat partic- 
ular kis.s of death. Sure, designers of other 
pu/ylc games that could look at it and 
learn a thing or two. But it’s a game first, 
last, and in irciween. AikI wh.it’smosl sat- 
ish'ing of all is it.s name, since it suggests 
tiiat Cl l.vt.LiiNGli: 1(2 is being cooked up 
even as we .speak. Keep 'em coming, 1 sav. 
It’s nice to have a reason to kee|) ni)' men- 
tal ovenwann. % 


APPEAL: Anyone who remembers HI 
pencils fondly will salivate over this 
souped-up IQ test 

PROS: Extremely clever variations on 
familiar puzzles and a graded difficulty 
scale that ranges from easy to Mensa- 
level. 


COHS: Though the 
cleverness helps, 
you're still sliding 
tiles and jumping 
pegs and crossing 
words and doing all 
the other old dances 
yet again. 










IWKWliWI^UM 


jlMltsflKfMinfM 



UliMViSjKMtUUMt^Un 




^•{HiiinitUMiimiiiuBciHii 

iiii!JilW/^J!!lwi 


ir*lit;/ijrMil/l 





IllulnSted 


KEJkM. PLANTERS ... KEJkL STJkTSS 


Advanced motion-capture technology for added realism 

28 fully-rendered 3D Big League stadiums 

Features play-by-play with Harry Kalas, broadcaster 
for the Philadelphia Phillies™ and l\IFL™ Films 

y^ Over 1200 statistics per player dictate game play 
y^ Includes actual 1995 and 1996 schedules 
y^ Over 850 1995 and 1996 MLBPA® players 
y^ Full 40-man roster availability 
y^ Waiver wire, trading, active and disabled lists 
Head-to-head modem play 
^ 4 ^ 1C sound technology 

y^ Real time Internet play 



actual game screens may vary 

Sports Illustrated® Presents MicroLeague Baseball 6.0, a new 
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And for unmatched realism only MLB 6.0 offers over 1200 detaile 
statistics per player. Unparalleled statistics that STATS, Inc., the 
authority on statistics, painstakingly developed at our request. R 
create seasons of old, play the fantasy game of a lifetime, or use 
the included 1996 pro baseball schedule to manage your way to t 
October Classic. 


Choose from any of seven fixed camera angles, all presented in 
stunning 256-color SVGA graphics, or use our Advanced Camera 
Direction System to see the game from any seat in the house. 

So come on in, claim your seat, grab a dog and watch as 
MicroLeague revolutionizes baseball. 


Circle Reader Service ^56 


Available on PC CD-ROM 
See your local retailer or order direct by calling: 

1 - 800 - 222-1233 

http://www. mmi.com 





Officially licensod hy ihe Major League Baseball Players Association. Sports Illustrated is a registered trademark of Time ftrc. MS-Windows, MS-Windows 95 and the Windows 91 
logo ate rogisloted trademarks of Microsoft Corporation. The MLBPA and its logo are registered trademarks of the Major League Baseball Players Association. Spalialirer is a reg 
islored trademark of Daspor Products, Inc. Phillies is a trademark of Major League Baseball. NFL is a trademark of the National Football League. Statistics provided by Sports 
Toam Analysis and Tracking Systems Inc. ©1996 MicroLeague Sports MicroLeague Sports is owned and operated by Microleague Multimadia Inc. All rights reserved. 



DENNIS HCCAULEY • SPORTS 



isn't iiny iniKnatioii in sports gtiiniiig. 
'llicnt just isn’t enough of it. I low do I 
know? Sinij)le-iinnoimcers, 


Announc- 


VOICE-OVER, HOLD THE MUSTARD 

Just nhoiil iiin’.sporls title that wants to 
in:ike a splash these dins features a play- 
by-pki)’ \ oice-o\ er to spice things up. 
Now. this isn’t a bad idea. It ties in with 
the sports nostalgia cra/.e, and. if nothing 
else, keeps old play-by-play men out of 
the soup kitchens. Its nice to .sec fonner 
Tigers announcer l'',rnic 1 lanvell iinmor- 
tali/ed in Mit.l.l:;K/\.SSOCL\tKS IksiEMl. 
h'OK WINIXWS blto.MKASTbiAS'r.espe- 
ciallv after his unc^pected and graceless 
dumping by the Detroit club in IWl after 
umpteen years behind the mike. 

but enough is enough. When I pick up 
a new sports .software title, the first thing 1 
do is scan the box to sec what the de.sign- 
er thinks sets Ids game apart fnan the 
competition. If pla\'-b\'play announcers 
are a major part of the packiige, I’m 
immediately siLspicions about the game’s 
content. Ihe annonitcer idea is done. 
gu\s. Stick a fork in it. It’s getting too 
much like a Julia C'hild recipe; “’lake one 
sports simulation. M)ld in a hig-name 
announcer. 1 lalf hake, and spoon the 
w'hole thing onto a CdT-ROiVl, Serves 
SO.OOO.Oh, thal’sver>’nice.” 

Now', don't get me wrong. 1 laving a 


ers should 
add to the 
Big Show, 
not detract 

from it. 99 


D t’s the ovcr-h\pcd age of 
multimedia, and we com- 
puter sports gamers have 
offered ourselv es up as will- 
ing captives to the new era. 
.And yet, don’t many of 
todav’s games seem .so lull 
of sound and fiiiy. often sig- 
nifving nothing other than 
big bucks? Just what does 
the audio-visual gaming’‘paradigm shift" 
mean to the av erage .sports-crazed player? 
.Aside from the need for a computer that 
carries a slt-vear mortgage, games todav' 
need to be bigger, brighter, faster, and 
louder-all in an effort to make you forget 
the last big hit title. Kunny. though: for all 
their compelilive zeal, most entertain- 
ment .software |)nhlishcrsseem to be 
ra|)idlv converging on the same gmiind 
zero. I he result? I'A crv sports game that 
cros.ses mv de.sk reminds me ol-gue.ss 

Our baseball scout has informed 
us that Pro League Baseball 96 
may not win a computer sports 
pennant this year. Problems in 
the corporate bullpen have left 
manager Dave Holt at odds with 
IBM management, to the point 
where the game has been 
"severely delayed," and may not 
see action this year at all. 

While there’s no '‘official” word 
from Sierra, don't expect Front 
Page Sports Basketball for at 


what’-lluil .same last big hit title. 

(ir.inled, sports games have built-in 
liniilalif)n.s based on the rules, histoiy. and 
characters of the contests they model, 
hour balls w ill alwavs he a walk, and ten 
vardsa firsl down., An NBA.simulation has 
to have Michael Jordan taking it to the 
hoop, just as a pro foolball game suffers 
without the strong arm of Brell liivre or 
Jerrv Rice racking up yaats after the catch. 
And where’s a baseball sim withonl Ken 
CTiffcy. Jr.. Mickcv Mantle, and the 
I lt)usc'lhat Ruth Built? 

Bv contrast, a role plaving game or first- 
person sliooter can go lust ahonl any- 
where the design team wants to take it. 
leaving infinilciv more nx)m to demon- 
strate creativih. Want tohasc voiinicw 
Di'K!'; Nukkm game on a futiirLstic sci-fi 
version of I ,.,A.? C-ool. Sports game 
designers arc a lot more restricted in their 
possibilities. Tliat's not to say that there 

least another year-probably even 
later. The decision to revamp 
both Front Page Sports Baseball 
Pro (see the Baseball coverage 
in this month’s big sports fea- 
ture) and to re-design Outpost 
from the ground up (see Terry 
Coleman’s strategy/war column 
last issue) left no programmers 
for three-pointers-hardly the 
backdoor play hoops fans were 
hoping for. 


Where Hav 
Ybu Gone, 
Dizzy Dean 

The Play’s The Thing-Not The Play-By-Play 


CG 





SPORTS 


DEHNIS MCCAULEY 





BLAST FROM THE PAST Whether it's Babe Ruth getting "some serious wood under this 
one" or 02zie Smith stealing second, the stats are brought to life by the immortal voice of 
Ernie Harwell in Baseball For WiNWMfs Broadcast Blast. 


pl:iy-l3\-j)l;iy in;iii doesn't neccssaiilv 
iniike fora had ^amc. Basi;r\i.i. Kor 
W' lNDOUS is really ipiite clecent. I'd rec- 
OMirnend it to aii\onc\\'lio enjossstat- 
hased sinis (provided \ou gel the late.st 
\ersioii w illi the hug fixes). 'F ont 
I ,\Ri 'ss \ Baskium. r(.l; 1996 Eon ion is a 
L|ualil\- product lhat offers not one, hut 
three annoiiiieer.s, Mel Allen. L-on 
Siininons.and I lankOreeimald. from 
whieh to choo,se. But these products 
stand on their own merits; I'd extol them 
without the play-by-play men. In fact, I 
nsnally turn Ihe annoiineers off, and I’d 
wager lhat many gamers do likewise after 
the tirst few test drives. If Ihe game is a 
loser, as was [ lN'Ni',(;r,ssARY Rouci inkss 
95, with its ,\l Michaels |)lav-h\-play, I 
turn CA'ciything off, 'I he bottom line is 
that a good announcer can't .save a hail 
game. 

ANNOUNCER ALTERNATIVES 

Rcrlia])s the game eompanies eoulcl 
lean) a le.sson fnim telcstsion. Back in 
I9S0, NBC; tried a hold experiment in 
spoils programming-llie aiinouncer-lcss 
game. It was a late .season contest 
helw cen the jets and the Dolphins (hat 
had no hearing on thcplax offhunt. A 
silent camera followed the action, jiicking 
up file crowd, the referees, and other 
ambient .souiuls that went along w ith a 
pro football game in New York’s Shea 
Stadium, mainlv jet planes and police 
sirens. ’ 1 V graphics U|Klatc(l \icwcrs to 
dow'iKind-distancc, the score, and game 
statistics. There w'as no play-h\-pla\- man, 
no color man, no announcer at all, A 
strange concept, to be .sure, but guess 
what? I lie mtiiig-s exceeded all expccta- 


What do you do when it's the bottom of 
the ninth, you’re a run down with two 
outs and your worst hitter is standing at 
the plate? Well, normally, you lose. But 
in Tony LaRussa Baseball 3: 1996 
Edition, you can turn any hitter into a 
superhuman batting machine. Just hold 


lions, coming in with a share much higher 
than usual ' I here’s a message in there 
somewiiere, for both telcAision and game 
eompanv executives. 

What w ill lui])|X'M when .software 
designers wake up, smell the toast hurn- 
ing, and realize llial (hev’xe ridden (he 
announcer hor.se ahonl as far as it w ill go? 
Wliat’s e\en sillier is pandering to the 
.sound gods in Ihe audio wing of Ihe mul- 
timedia temple. I low about Vii/nidSpor/.s' 
I’cilk Radio? I! sour team lalls hcliiud laic 
in the game soil’ll he (realcci losoiee- 
oversof llie gel-a-life crowd calling for 
your scalp on 'f/;c' I'ahiihnis Spo/lv Rahc 
Show. 

Or Vii1uaHh)ublcd /Yi/vw-eaii you 
motivate Ihe big stiff for one luore big 
game, and keep him fioiii flunking his 
urine lest or pimcliing his wife? Pick your 
approach carcfiillv. Should sou come on 
strong like Mnec Uimbardi, kmcz-faiic 


down the M, E, G, and A keys simulta- 
neously while your team is at bat in the 
"Play" or “Manage Only" mode of the 
action/arcade part of the game. Once 
invoked, the player will retain his "Mega- 
man" status for the rest of the game, 
jacking home runs out of the park, and 
gloving balls all over the field. Talk about 
The Natural! 


like ]ohn Miickleii. or charismatic like Pal 
l^ley? Choose correctly and you’ll w in (he 
game and get a nesv sneaker contract. 
Make the wrong call, and son’ll end up as 
the a.ssistant equipment man al 
Soulhwc.st Nosvherc State. 

Come to think of it. with past sea.sons 
and ela.ssic stadium add-ons .so popular 
these (lasss, how about a Classic 
Announcers module for added [leriod fla- 
s'or? let’s start with a digitally re-nia,slercd 
sersion of 1 loward Cosell’s nasal esiii- 
clsm, grating on gamers’ ears es en from 
the great beyond; hut telling it like it is, 
nonetheless. If il .sells, sve’ll add Red 
Barber, Curt Coss’dy, and all Ihe other 
wonderful soice.s that once nairalcd the 
best days of our south, but base .sadls' 
mos ed on to lhat great broadcast hoolh in 
the sks; 

Kinally, and not so far-fclched. expect 
to lie iLsing a headset before too long, 
eoacliiiig your team tosictors' through 
s'jKirts sinis that utilize s'oicc recognition 
software. Of course, s our los ed ones arc 
certain to think s ou’re insane as s ou 
pace up an down in front of s our com- 
pnler, dragging wires behind s ou, read- 
ing piass fnim a chart, and shouting 
things like "23 Zulu Right on 3,” inlo the 
mike. ’Ilierc’s just Ksn things, coach. 
Don’t s|)il the tobacco juice on the rug, 
and remember, the plajA the thing, not 
the plav-hs’-|)kis'. * 1 } 



CC 


JULY 1996 





■ ■ ■ 


GavieFan Magazine 




VR Soccei^lhe best selling seccer game. 

Chan Track, i<)^6 

“...VR’s the game to beat-90 rating.’ 

GameFan, 1^96 

“...better than FIFA’96-FACTr 

GainePro-UK 

“...the best footle game-92% rating.” 

PCZone-UK 


“...better than FIFA ’96-91% rating.” 

PC A/iswe?y-UK 

“...breakneck play-amazing graphics.” 

Cyber Sports, May /June 1996 

Gamers who know soccer made VR Soccer #1. 




We guarantee you’ll dig it or your money back. 


The difference is real: 



SffGnrs':^ 


“ 1 DOS VGfliilONl 





Free VR Soccer demo on our web site www.vrsports.com 

C 1996 Gremlin Inieraclive, Ltd. All rigtits reserved. VR Spons, THo DiKororco is Real and VR Soccer ate trademarks ol Interplay Productions. All rights reserved. 
Interplay is the sols publisher and disltibulor. Licensed from and developed by Gremlin Intaractivo. Ltd. PlayStation"" and the PlayStation logo are trademarks ol 
Sony Computer Entertainment, Inc. Sega and Sega Saturn are tradornarks ol SEGA ENTERPRISES. LTD. All nghls resen/eti. 

All other trademarks are the property ol Ihoir tospecllva owners. 

VR Soccer ’96 Is being sold under the Aclua Soccer brand name in most European markets. 





SPORTS 


STRATEGY • PROMT PACE SPORTS FOOTBALL PRO 96 



^Check out 
the CG-ROM 
for a complete 
walk-through 
of the triple 
option play. 


It'iple Threat 

Designing And Running The Tripie Option Play In FPS Football 96 


by Paul Schuytema and Coach Kelly Kane 




biillis a wonclci ful blL'iulof 
brute lorcc unci chcss-likc tac- 
tical skills. Often, it is ilic 
coacb w lio controls the tacti- 
I cal How of the game anti the 
players \tho niiisl prov ide the 
.sweat and initsele to turn an 
Xs-and-Os drawing into a first 
down. Option football is 
sliglitly different, taking .some 
of the chess ino\e.s away from the coach 
and into the hantls of the t|narterhack, 
wbo nuistniake the tactical decisions on 
the field a .s|5lit-second after the snap. 

/\n o|)fion pla)' is a running plav' that 
nia\' evolve in several ways, with different 
ball carriers, dills can be hard to defend 
agaiirst, because the |jlay always begins 
exiictlvthe same, and the defense has no 
way of laiovving which of t he tvv 1 1 1 ir three 
options will occur until the jdav ers are 
already undervv av. 

Iliis is fnndamcntallv difleient than in 
pro tootball. where running plavs are set 
betore the snajx and drop-back passing 
poses the onlv real guessing game for the 
defense. With a drop-back passing plav, 
though, it is chieflv the receiver who must 
catch and am with the bail, making him a 
slightly easier target. In an option running 
play, many players are involv ed in a syn- 
chronized blocking attack that 
.scrambles the defense if e\e- 
cnled |)roperly. 


FROM THE COACH'S 
CLIPBOARD: 

.-\.s an /Dnv.s'/on III 
football coach. I\v long hcc'ii 
a proponent of option fool- 
hall-specifically triple aplion 
fonlhall. DhPion III ivies do 
not allow colleges to offer ath- 
letic scholarships, so the type of 
pkryer that matriculates from 
year to year is constantly 
changing. Option football best 


accommodates the 
myriad of Division 
III phwers, leltinga 
team he compelilive 
even when the talent 
isn't (jiiite as good as 
the opposition. 

When the talent krel 
between teams is 
egiial. the option 
team generalh’ dom- 
inates the non- 
option team. 

'Triple option foot- 
ball's advantages 
over other standard 
loolball plays 
include: 

1. Vie ability to attack three areas of the 
field as detennined by the defense's reac- 
tion. 

2. Greater iinoh-ement of players-the 
OB. /‘71 or I IB can cany the ball on n/rv 
ghen plcK. 

3. /Vj; affensh'e pkry that doesn’t lunv to 
be called in response to an expected 
defense because, b\' design, the triple 
option can take advantage of any defense. 

■I. Plojvrswith great ability can totally 
dominate a game, while pkpvis with less 
ability can do well because the plo}’ 


► the ULTIMATE OPHON QB Barry Sanders, as quar- 
I terback, uses the triple option to cut upfield for an 
j easy first down. That's Emmitt Smith about to throw 
^ a block to give Sanders even more breathing room. 


GIMME THE BALL If the QB isn’t going to run in the triple 
option play, he can choose to pitch the bail to the number one 
halfback, who’s in motion before the snap. The QB’s stance 
here shows he’s in passing mode. 


depends on disciplined execution and the 
defense's reaction. 

5, The plo}' action passing game is out- 
standing. because the defense has to 
defend the triple option with eight pla\'ers, 
leewing just three to defend the pass (no 
double coverage). 

h’ltON'l' P.W.K Sl-OltT h'OOTB.Al-L Pl«) 96 
(and its predecessors) handies the 
nuances of the professional am and droj)- 
back |)a.ss play.s very well, but coach Kiinc 
and I wanted to sec ifvvc could get the 
simnlalion to handle the most complicat- 
ed olfense in ail of football; the triple 
opiion package. 

Wc discovered that !'’PS b'00’IB,\LL 
Pk(^ 96 Pko) Isn’t really set up 

to handle "after the snap” dccLsion-mak- 
ing, blit with a little kludging, wc did put 
logetlicr a workable option offense. 

SPLIT-SECOND DECISIONS 

'lb make an option play work, the quar- 
terback must make decisions after the ball 
is snapped. In a triple option play, the 
i[naricrback, fullback or halflrack can all 
mil wilh the ball. Wdiogcts the ball is a 
decision broken down into two parts. 

A,s soon as the quarterback snaps the 
l)all. he looks at the “mad kcv.” 'Ibis is an 




JULY 1996 






pKNTtlKjfOBjS. 


'S6SFAS0N 


Circle Reader Service 1154 


No matter how i|ou slice aod dice the Lioeup. wheo you play Front Page Sports.- Bosebatl Pro '96 
' you’ll he playing the Big Uoit oF hasebatt sims. it's the only game that relies oo more than stats 
to put the ball io play, it also goes deep to take a look at wiod. humidity, ball spin, and bat speed on 
every single swing. Graphics hit a dinger too. with ultra-realistic motion-captured 3D animation, and 
camera controls that let you watch From aoywhere io all 28 big league ballparks. Theo there's the sec- 
tioo where you cao slip into the body oF any active major leaguer aod show your stuFF 
at pitching, hitting, and Fielding. The coolest thiog, though, is that you get to 


make managerial decisions that are highly questionable. Or. possibly, pure genius. 


liJanna see some amazing screen shots? Log on at http://www.sierra.com. 
flOL or CompuServe. To order the game, call 1-800-757-7707. 



SPORTS 


STRATEGY • FRONT PACE SPORTS FOOTBALL PRO 96 


iiniDlocktcl dcfciisivu player, Ivpieally file 
first player outside of the tackle, often a 
defensive end. 'I'he quavlcrhaek vvalehes 
this player (actually just his shoulders, 
since the decision must be made almost 
instantl} ). If the read key twisls lo the 
inside, indicating that he is going to try to 
cut off the center, the quarterback makes 
decision one: keep the bail and run to the 
outside for now. It the read keyiserrming 


in straight, then the Qb will immediatelv 
hand off to the fullback for a nin up the 
middle. 

If the quarterback nins lo the outside, a 
halfback is ninning with him, but slightly 
aiicad. Now the OB looks to the "option 
key,” another defensive pla\ er, generalK’ 
the outennost defensive player. I f the 
option kev looks to cut inside, the QB will 
pilch the ball lo the halfijack for a sideline 
mil. I f the option key is lieading for the 
sidelines, then the QB will keep the ball 
and cut slighflv iasidc. 

It is the.se aftcr-the-snap decisions that 
FooirvlL Pitd just isn’t capable of han- 
dling, 'I he solution: the player assumes 
the role of QB and makes the decisions 
him- or herself after the ball is snapped. 

MAKING IT WORK IN THE GAME 

'llie two kc\s lo creating an option 
offense arc to craft the option plajs and 
make sure that our option plas ers (the 
QB. fullback and halfliacks) can meet the 
challenge at hand. 

We start by creating a formation. 'Ihe 
triple option fomiation issvminetrical, 
w ith a single wide-out on each side of Ihe 
offensive line. Behind the QB, we ha\e a 


halOiackon each side and the fullback 
behind. In Foothau, Pro, we neeil lo 
make sure that the fullback and QB are 
not directly in line with each other, or 
they’ll bump heads as .soon as Ihe ball is 
snapped. 

Next, we need lo set up the hclore-the- 
snapmovement. You want 1 IBl logo in 
molioi 1 as .soon as Ihe play is .set, n inning 
lo the right. r\ e designed it .so that he .sets 


back up in his stance as .soon as he gets 
next lo the other I IB, but lou'il want to 
snap the ball before he gels there, so it 
really doesn’t matter. 

Hie tricky 
]iar1 comes 
when you tr^’ to 
craft theafter- 
ihe-.snap move- 
ment. 'lake a 
look at the plav 
editor .screen- 
shot and the 
logic script lo 
get a feel for 
whats going on. 

It's im|X)rlanl 
to note that 
we're forcing 
f'ooniM.l. Pro into mnning this play by 
thinking that it’s a "check recei\ ers” pass 
pkn’.'lliat means that von need lo.set your 
fulibaek up as receiver one, and I IBl (the 
one who goes in motion) as receiwr two. 
Remember lo set each of the.se ])layei-s u|) 
to look for a pa.ss after iheyTC done w ith 
their moi ement, or the pigskin will just 
plunk off of their helmet. 

As for setting up the blocking, you can 


look at coach Kane’s diagr.mi to see what 
eveiy'onc is ,suppo.sed lo do. You will [irob- 
abK find it easier to load a defen.se into 
the [day editor to set up your blocking. 
Some Irial-and-error exjjerimcnialion 
between the play editor and practice field 
will help you fine-tune your blocking. 

Remember that Ihe rules for profe.s- 
sional football aren’t as "option friendly" 
as in the college game. In college football, 
you can have \our offensive line scramble 
ilouii the field without a penaltv, but in 
the pros, an offensive lineman can’t go 
more than three sards downfield on a 
pa,ssing play before the pass is thrown, 
'tbu’ll need to do some tweaking ifyou 
notice that )ou get offensise penalties 
c\ei)’ lime you gel the ball to j’our half- 
back. If the (jiiarterback runs, even if he's 
in passing mode, the play is a running 
play, .so that rule doesn’t apply. 

Ihe kevio making all this work is not 
onlv making sure your Xs and Os are in 
the right place, but that \our ball carriers 
have the skills lo rack up the vards. If 
you’re running an o])tion offeivse, 90 per- 
cent ofyourplavswill be o])tionpla\'s. In 
the oplioii offense I set u[), I ran about 60 
percent triple option (the same [)las'), 30 
percent trap option (see below ),atid ihe 


rest w ere short passing plavs that I almost 
alwa\s called from an audible. 

FROM THE COACH'S CLIPBOARD: 

'/ he ideal t\pes o/'p/mm iiecessor}’ to 
eniplin’ the triple option attack are the so- 
called "skill pkwrs" fQ/3, 1 IB, hB and 
recehvis}. ’/ he QB should he a i^ood ath- 
lete with beller-than-cnvra^e speed who is 
a great decision inakei: Ihe ahilif)’ to throw 




■TRIPLE OPTION RIGHT From the coach's clipboard, this diagram 
shows how the play is set up when he instructs his players on the 
field. The players with the darkened circles are potential ball-carriers. 


JULY 1996 




Is Your Computer Sound Asleep/ 



HERE’S YOUR WAKE-UP CALL. Yamaha WaveForce sound upgrade cards will shock your 
old sound card to life like six cups of double espresso, double caff. 

WaveForce upgrade cards replace the outdated music functions of your sound card. Now 
you get 4MB of wavetable sounds right out of professional Yamaha keyboards. Plus three on- 
board professional digital effects processors. And the control and extra 
features of the Yamaha XG MIDI format. So every nuance of music and 
games are dramatically reproduced. And General MIDI software sounds 
better than ever. 

If you have a sound card with a WaveBlaster™ connector, choose the 
DB50XG daughter board. Or, if your PC has an 
available card slot, fill it with the SW60XG and get better 
sound quality than an audio CD. The SW60XG includes 18-bit digital to analog 
converters (DAC). Compared to the 16-bit sound of audio CDs and the 16-bit DAC of other sound cards, 
the SW60XG doubles and then doubles again the dynamic range. You1l hear louder louds, softer softs, less 
noise and incomparable performance. 

So get a WaveForce DB50XG or SW60XG and wake up to the way your com- 
puter should sound. WaveForce sound upgrade cards and Yamaha YST multi- THEWff^buRCoMPUTER 
media speakers are available at your favorite computer retailers. Should Sound. 



aiFoncF W*).tFoncE 


YAMAHA 


To receive product literature, call (800) 823-6414 Exl.403 or htlp://www.yamaha.corTi. ©1996 Yamaha Corporation ol America, Compuler Related Products, 6600 Orangethorpe Avenue, 

Buena Park, CA 90620. All rights reserved. Yamaha, WaveForce and Ihe Yamaha logo are registered trademarks o( Yamaha Cotporalion of America. WaveBlaster is a registered Irademark ol Creative Labs. 

cl&Vj' -ffijps niictocnm; IMCAS 


Circle Reader Service HI 82 



SPORTS 


STRATEGY • FRONT PACE SPORTS FOOTBALL PRO 96 


HF['sB(StOptl(in(iBs 


Name 

Position 

Yrs. 

Speed 

Accel. 

Agil. 

Stren. 

Hands 

Endur. 

Intel. 

DiSCIP. 

My Rating 

Barry Sanders 

HB 

7 

90 

90 

91 

80 

86 

82 

76 

80 


Marshall Faulk 

HB 

2 

86 

86 

85 

74 

79 

73 

51 

56 

82.5 

David Meggett 

HB 

7 

84 

84 

87 

60 

72 

72 

69 

68 

81.75 

Eric Metcalf 

HB 

7 

85 

89 

90 

69 

63 

62 

68 

68 

81.5 

Steve Young 

QB 

11 

77 

84 

92 

82 

72 

70 

90 

86 

80.75 

Ronnie Harmon 

HB 

10 

80 

77 

84 

67 

70 

75 

79 

53 

79 

Dexter Carter 

HB 

6 

75 

86 

86 

57 

70 

65 

61 

37 

78 

Brett Favre 

QB 

5 

77 

83 

82 

82 

62 

62 

80 

75 

76 

Eric Bieniemy 

HB 

5 

80 

83 

68 

68 

64 

66 

56 

59 

74.25 

Jeff Blake 

QB 

4 

82 

80 

76 

80 

64 

58 

74 

77 

74 

Steve McNair 

QB 

R 

74 

77 

66 

64 

65 

70 

65 

63 

71.75 

Jim Harbaugh 

QB 

9 

72 

74 

83 

75 

61 

55 

81 

78 

71 

[ Heath Shuler 

QB 

2 

68 

79 

61 

80 

59 

63 

60 

59 

67.75 

Elvis Grbac 

QB 

3 

70 

63 

63 

79 

67 

53 

62 

63 

62.25 

j Kordell Stewart 

QB 

R 

69 

62 

56 

56 

63 

51 

55 

54 

59.5 


well is Cl (hliiiilc phis but nnl an absolute 
prerequisile. 'Ihe pillback imisl be quick njf 
the ball and able to run through ann tack- 
les. It's cren belter if he's hi" or has great 
speed. I he haljbacks should be last and 
capable of blocking and catching passes; 
these are the plmt'is that really "streich" the 
defense horizontally. 'I'he receh-ers should 
be fast enough to be a deep threat and 
capable oj blocking in the open field. 

I’ve loiiiicl lliiil the key to miming iiii 
option offense in I'bo i'iUiL I’ro is to 
make siirc that sour c|iiarterl)aek is the 
fastest, best limning haek|X)ssibie. It’s no 
siiqirise, then, that Ihe tops in that area is 
Barn' Sanders. 1 xiok to the chart to cheek 
out other top NI''l.])ros|)eets for\our 
option QB position, 

\\diile your lialll)acks .should be fast, 
your QB should probably be the best 
player, .since acceleration is most impor- 
tant, Remeiiiber, your QB is starting from 
a dead .slop svhile both the balfirack and 
fullback \s ill have a head of steam before 
lhe\ gel the ball. 

Since an option [>la\' is liaeked together 
from a passing plav. make sure that \ our 
halfliaek and fullback have the best hands 
po.ssible, espeeialK’since a backivards 
pass, it dropped, becomes a live ball that 
the defense can pick up and run in fora 
touchdown. 

HiniNG THE TURF 

Once your players are ready, the bur- 
den is all yrnirs, II you let the computer 


control this ])la)', s'on’ll be shocked to see 
voiir QB gel hammered to llie turf even' 
time. If you’re read}', though, you can grab 
\'our jrnslick or game pad and get readv to 
tear up the defense voui-self 

Running this play w ell, as in real life, 
takes a ton of practice. Plan to log quite a 
few hours on the practice field before you 
lake the play into the game, 

'I he first tip is that given the micro 
scale of playing football on the PC. voii 
probably won’t be aide to make the first 
decision (to hand to the fullback or not) 
on the fly until yon get realK'good at the 
finger dance. At first, just decide before 
yon .snap the ball. 

\\1ien \'onr pla\' is set, let your halfliaek 
go in motion, and sna|j the ball before he 
gels set. linmedialcK' enter pa.ssing mode 
(tap Ihe B button). If you decide to get the 
ball to the fullback, don’t even try to move 
ymir QB-simply lap the A button to get 
the ball to him. If you lime it right, it will 
look like a handoff Ifs'on wait fora frac- 
tion of a .second, if will be a short pa,ss. but 
it .should .still work, ifs'ou wait aiw longer, 
then it's a birsled plav. 

If s'on’rc going to sw eep right, then 
mo\e as soon as \'on snap Ihe ball, but be 
sure to slay inside of \onr halfixick. 'lap 
the B button again to .select ) onrlialfliack 
as the targeted receiver. As yon approach 
the .sidelines, make your decision based 
on the defensive movement. II there’s 
room inside, then keep the ball and turn 
s'onrOB n])field. If the sidelines are clear. 


lap ihe A key to ])iich the ball to yonr half- 
back and let him tearnp the sidelines. 

With practice, von should be able to 
pick up a first dtrwii on nearh' even' run to 
the outside. Running up the middle is 
tough in luKrin \i ,i , Pro, so don’t count 
on your fullback ,s]5nnling for nian\' 
tonchdown.s. With proper CNeention, 
thongb, yon sbonld be able to avemge 
three to lour yards per carry' up the middle 
w hile keeping the defense gue.ssing, 

NOT IN THE PROS 

While real teams would shudder at the 
mere idea of running their star QB or nin- 
ning back into .so much traffic plav after 
play, that’s part of the fnn of being able to 
do it in the sim world. While ibe defensne 
players in the pros arc a vei'y talented 
bunch, an effective ojrtion offen.se simpK' 
spreads Ibe star defensive playei-s too thin 
for them to be a factor on e\'er\' play. 
When you find the holes, especially 
against a computcr-cotilrolled defense 
(whieh can’t adjust nearly as w ell as a 
fle.sh-and-blood opponent), hammer at 
them mercile,sslv. 'Ihe scoreboard will be 
your nltiiiiate vindication. 

Kelly Kane has been the head lootball 
coach of Ihe NC/VA Division III 
Monmouth (II.) iightingSeots for IZyears. 
Winner <>1 niiineroiis conference champi- 
onships. Coach Kane is a fenvnl supporter 
oj option lootball. 





You’re coach, player and owner of an NFL team. 
Better kick ass if you want to protect your assets. 



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\\1,crv m Ui^noUWe^n... 

In YoiirMinji'^ - ‘X 







DENKY ATKIN • SIHULATION/SPACE 




Net Gains 

Fighter Duel Gets More /Ices In The Hole 






it Eight 
human pilots 
on your tail 
makes for a 
whole new 

game. 91 


thrill in the sciit-of-lhc-ixinis living experi- 
ence you gel in World Will' II planes lhal 
ean’t he cliiplicaled in ihe fast jels. No 
radar, no long-range missiles, no engines 
lhat can hold von in the skies with no help 
from the w ings. Its pilot \s, pilot combat, 
and von rcallv have to know the perfor- 
mance strengths— and limils— of your 
plane to have a hope of succcs.S- With a 
w idc variety of aircraft, including 
Mu-stangs, Corsairs, /ernes, Spitfires, and 
1AV-I90.S, h'lci iTlsR l)l 'i;!. isn’t a game 
von’II master t|uickl\'- 
'flie game does have one critical linii- the\' always boil down to tiying lo gel on 
tation, ihough, lhat keeps the combat the other gii\ s tail. Once you have him in 

from being as exciting as it could be: it your gunsighf, you can coneentmte cxelu- 
supports oiilv modem and serial play, lim- sivcly on kcc])ing him there, 
iting von lo one-on-one doglighls. Don’t Add a few more planes to the mix and 

get me wrong— those can be veiy ehal- the action and strategics get mnch more 
lenging and exciting. But in the long niii complicated. Planes may .sneak onto yonr 

tail as you move in for 
the kill. And von can fly 
withawingman.who 
can w atch vour rear and 
keep von safe frotn 
.sneak attacks. 'Ihcrc are 
all sorts of other combat 
tactics that come into 
play with mulliple air- 
craft in the skies: brack- 
eting opponents, warn- 
ing vour conntiymcn 
when enemies move 
onto their tails, and call- 
ing for help when they 
move onto yonrs. 

Now all tlio.sc tactics 
can come into play in 
h’lCifn'iRL^ui'a,. using 
the NIsi Diiki, add-on, 
'Ibis expansion module, 
created bv developer 
SPCS (formerly )acger 
Softw are), adds network 
pla\’ to Ihe World War 11 


or the past few 
is,snes we’ve 
been talking 
about online 
resources for 
the fligiil sim 
pilot, from 
patches to 
Webpages. 
Wc’ll wrap up 
the .series this time around, with a look at 
a hot add-on that you'll find exclusively on 
CC\W Web page, one that turns one of 
la.sl w inter’s popular sims into a whole 
newgamc- 

DUEL PERSONALITY 

Ibis pilot finds I’hilips' hita riKR DtiLL 
lo be one of the mo-sl exciting head-to- 
head flight sims out there. There’s just a 


CC 


iULY 1996 



DENNY ATKIN 



One of the coolest features of Jane’s 
Advanced Tactical Fighters is the ability 
to fly any plane in the sim {90 models 
total) in network mode. This allows for 
some really interesting match-ups, such 
as A-10 Warthogs vs, AV-OB Harriers. 


Unfortunately, the designers allow you to 
fly only a few planes in single-player 
mode. Unless, of course, you know the 
secret code... 

To fly any plane in the Quick Mission 
mode, hold down the right Ctrl, Alt, and 
Shift keys as you click the Quick Mission 
button. Then click Cancel, and repeat 
the process. The second time you enter 


the screen, you’ll be able to fly any 
plane. 

The right Ctrl-Alt-Shift combo also 
works with the Play Single Mission 
mode, allowing you to select any cam- 
paign mission individually. Entering a 
mission this way also lets you fly the 
other “primary" aircraft, such as the F- 
14 and Harrier. 


combat sim. Now up to nine players can 
mix it up in virtual furballs, fl\ ing an\- 
eomhinatinn of Kiel itt;k aircraft. 

’ 1 ( 11 ] won't find complex toiiniamcnl 
scoring or even leaiii .setups here. 1 liis is a 
basic, but extremely functional, free add- 
on to bold loyal I'lc;] rn;it Diir,!, fans nbile 
SPC;S works on l''lGll'I'L:itDu]'i.2. Still, 
.selling lip teams is easy: ju.slchoo.se a par- 
liciil.ir aircraft for each team, .such as 
S|iilfircs\'.s. Hf-I09.s. 

'Ihe lirst player to start Ni'i Hi 'la . 
becomes the scn’cr. and gels to choo.se 
Ihe realism options and starting situation, 

I here are five basic .scenarios: bls ing 
Circus, where cs cryonc is spread ajiarl 
raudoinh'; Back to Back, which distances 
all the planes lail-lo-taii; Allied Axis, 
which places the aircraft in formatious a 


good distance from each other; as well as 
'iburnamentand'lburnament (Same 
Aircraft), which spreads pla\ ers out 
e(|uidi.stant from the center of Ihe combat 
arena. 

Once you enter combat, von can onK’ 
exit to change planes if you're shot clown, 
if you crash, or if you laud oil the carrier 
or airstrip. 'I his is to prevent jiiiots from 
cheating b\' cxscaping back to the interface 
when they're in danger. 

As long as there arc fewer than nine 
players in flight, new fliers can join at anv 
time. ’Ibey 'll enter the arena a cou|)lc of 
miles from the other play ers, at the av erage 
altitude of all the coinbalauls. Unlike other 
network flight sims, you only need one 
copy of kici itt :k Di iia. to set up a network 
game; the computer acting as server musl 

EF2000. The campaign will be set in 
a desert region, with combat over 
sand and water. (I'll give DID, an out- 
fit which has valued accuracy in the 
past, the benefit of the doubt and 
assume they won't be putting their 
F-22s on aircraft carriers.) The 
improved WarGen2 campaign engine 
will let you plan your own missions, 
instead of sticking you with fixed 
waypoints. 

DID is also promising improved 
enemy Al, individual wingman per- 
sonalities and skills, and better wing- 
man control. More than eight players 
can participate in network games, 
and DID promises serial and modem 
play will make it into the initial 
release of this one, 

The AWACS mode will drop you 
into the role of tactical commander, 
giving you the responsibility to vector 
aircraft from mission to mission as 
the battle rages. Could this be Navy 
Strike done right? 


have the CU>-BO\ 1 loaded, lint none of 
the oti icr vvorkslatious need it. 

You’re not just limited to plaving on the 
closc.st Nov cll network, cither. Nl'f Diua. 
will include the shareware version of the 
Iviili software, vv hieh lets you .set up net 
games over llic lulernel, W'e’ll look at flv- 
ing sims via Ivili in an upcomiiig issue, 
hut for now you can cheek vvAvvv'.kali.net 
for information. 

VIEW TO A KILL 

Nl'f Duel includes another innovative 
feature with lots of potential: the Net \ievv 
module, Al its simplesl, Net Mew lets voii 
cs.seiilially bop in the cockpit of anv Klvf 
Dull aircraft as an obseiver. 'ibu can 
change to any internal or external view of 
the aircraft and watch the action as a pas- 
sive observer. 

.A more exciting, if perhaps a bit over- 
board, use of this teebnoiogv is to use it to 
set up a virtual eock])it environment. Set 
ii|D four eompulers anniud your .seat, one 
in front, one beliiiukaud one on each 
side. 'I hen use Net Mew to lock llie three 
extra eompulers to side and rearviews of 
your aircraft. Now you can check your six 
and side views the old-fashioned w av, 
without using the keyboard, 

Nl-:i' I.TutiL may cssentiallv be a st()|>- 
gap add-on to keep us birsv while 
Figi riKiL Diifa,2— with far more sopbis- 
ticalecl network play ojilions— is in devel- 
opment, but it Iruly breathes new life into 
the sim. Nki' ITl iia . will appear on an 
upcoming CG-KOM, but vou’ll find il 
first (and exclusivelv) on CXAMs Web 
page al http;//wvv\v.zdnet,com/gaming as 
soon as it’s ready for prime time — per- 
haps by the time v on read Ibis. Sj 


For a while there, it looked like 
every time you turned around you’d 
see a new F-16 game. Now get 
ready for the invasion of the F-22 
Lightning il. Mission Studios looks 
ready to finally release JelFighter III 
in Septembet; but its carrier-based F- 
22s will soon see competition from 
the likes of Nova Logic, who will fol- 
low Commanche 3 with an F-22 
game. Also rumored to be working 
on F-22 sims are Interactive Magic 
and the Andy Hollis Origin Skunk 
\Aforks team, although the latter is 
likely quite far off. 

The surprise entry in ail of this, 
though, is the DID/Ocean team, who 
are going to follow the modem-capa- 
ble Super EF2000 Upgrade with 
Lightning Strike, a game based on 
the F-22 and— get this— the E-3 
AWACS. 

This Windows 95 sim promises 

I even better-looking light-sourced, tex- 
ture-mapped landscapes than 







sims by combining^the 
Spednjm 

HoloByte, Papyrus, Virgin 


and others’ 


Tearing up asphalt 
at over 200 MPH in on alcohol 
fueled, 800 horsepower road 
rocket. 

Crawling in rush 
hour traffic behind a Yugo. In the 
left lane. With its blinker on. For 
the last five miles. 

. . driving 

system puts you in the cockpit of a 
dream racing machine. 

.:f.jrassivi... T2's cushioned 
steering wheel won't let your 
hands slip while sliding through 
the chicanes. Tame the trickiest 
hairpins with T2's brake pedal 
and gear shift. On the straights, 
blow past the world's fastest cars 
when you floor T2's gas pedo/. • 

. . . ■; r .. no gridlock, no 
speed limits. Grab a helmet and 
live your racing dreams with the ^ 
Formula T2 driving system from H ;• 
ThrustMaster. ^ 

* The Need for Speed, NASCAI?^^ 
Virtual Karts and World Circuit f 





SmULATION/SPACE 


REVIEW • AH-64D LONGBOW 


1 ^ 


i MliiHliilHif ^ 



Chopping Up 
The Competition 

Helicopter Sims Just Got k Lot More Serious 



Price: $59,95 
System Requirements: 
IBM compatible 486 DX2- 
66 Of higher (Pentium rec- 
ommended), 8 MB RAM 
(16 MB recommended), 
MS-DOS 5,0 or higher, 36 
MB hard disk space, 
SVGA graphics, 2x CD- 
ROM: supports Pro Audio 
Spectrum, Ensoniq 
SoundScape, and Sound 
Blaster-compatible sound 
cards. 

Protection: None (CO 
must be in drive) 
Designer: Andy Mollis and 
Origin Skunk Works 
Publisher: Jane’s Combat 
Simulations 
Austin, TX 
(800) 245-4525 
Reader Service H: 329 


by Denny Atkin 




I misingii incic 50 feet 
alxA't the gmiincl, 
lliL 1 xingbow 
.Apnehes .slow to a 
.slop bcliind a ridge, 

'nicyquicldy po]) up, 

c,x])osiiig only the 
mdiirs mounted atop 
their rotors. Settling 
aback, liicvsLiddcnlv 
unleash a fur\’ of I Icllfire missiles. 

/\s the missiles approacii their tar- 
gets. the choppers pop back over 
the ridge to lock on radar. In scc- 
oiuls, Ihc CdS tank inventory' is 
reduced byeiglil vehicles. 

Wth its high-tech weapons sy's- 
fcnis, the.'M I-64D 1 ongbow 
/\|>achc is an appropriate subject 
for the firsi sim from the And\' 

I lollis Origin Skunk Works team. 
Jank’sAI 1-640 lx)N(a!(W is as 
big an advancemeiil over its heli- 
copter sim predece.ssors as the 
Longbow ilself isoserVletnam- 
era 1 Iuc\'s. 

JANE'S WAY 

1 XJNGtiow is a better fit for the 
Jane’s label than the fim but fanci- 
ful A’l’K Ifyou'seplased that firsi 
sim in the Jane’s .series, you’ll besuqrrised 
at how different l,ON(;BO\Vis.I/)\c:i?()\v 
simulates just one weapons system, and 
does so in extreme detail, 'I’his is not your 
father’s Origin simulation; if you play'cd 
Strikk Cc),\iM,\Nf)i';Kand Racimc 
SltUKlg it’s lime to give Origin another 
chance. 

'llie Al 1-641') is a twxKseat helicopter. 
1,ONGBOVV drops you inloflie pilot’s seat. 


► WHERE THERE'S SMOKE All of the targets in Priority Fire 
Zone 2 have been destroyed, in a scene eerily reminiscent 
of Desert Storm. 


THERE'S FIRE Target views let you view the results of your 
Longbow’s destructive power 


In yourcoekpil you’ll linci two 
Multi-I 'unction Displavs 
(Ml'DsJ.'ibu’ll use the, sc and the 
Integrated 1 lelmet .And Oisplav 
Sight .System (II LADDS}, c.sscn- 
liallya sophisticated lieads-up 
display superimposed on a small 
eye display mouiiled on your 
helmet) for navigation and tar- 
geting. Together these inslru- 
nienls provide \ oil w ith a veiv 
complete picture of the battle 
environment. Ihe most useful 
ML'D display is the 'liielical 
Siliialioii Display (’I'SD), which 
displays your waypoints, targets, 
and e\en the horciers ol eneinv 
lines. 'Ihercs also a radar displav 
(hotli air-t(Kiirancl air-to-ground 
niode,s). a 'LADS di.sjjiay fllirget 
Aec|ii(.sitioii and Designation 
Sight, which di.s|)lavseaiiiera 
images of your locked target), 
andllie ASK (Aircraft 
Survivability Kquipiiient, a warn- 
ing receiver that shows ground 
threats around your helieoplcr). 
'Ihe plethora of aeroiiyiiis alone 
should indicate (he aiitiieiilicitv 
of this sim. 


and provides vou w itii an ,A1 eopilot/gun- 
ner. 1 le’ll point out targets and threats 
along the wav, priorili/e targets lor vou, 
and handle eoiiiileniica.siires. (If you’re an 
ultra-iealism nut, yon can turn off his 
assistance, but at that point you’re doing 
more work than a real. Apache |)ilol.) Von 
have final .say on which targets to fire on. 
tliougli.and y ou're the one who selects 
(he weapons and piilLs the trigger. 


ARMED AND DANGEROUS 

')()iir Diiigbowisamied with a iio.se- 
mounted chain giin and an assorlinent of 
rockets and missiles. Stinger missiles arc 
used against air targets, while I'oldiiig Kin 
Aerial Rockets (KKARs) and the giin can 
be ii,se<l against lightKamiored. nearbv 
targets, 

ihe priinary punch, though, conies 
from the i xingbow’s I Icllfire missiles. 





As your pulse races. 




Iiisliiitl Rcpldyf’aliiir 
(ram S coal angles. 


ng liigliligliis 


Get ready for the ride of your life with IndyCar® Racing II. It's the cutting-edge 
racing simuiator that's as ciose to reai racing as a body can take. IndyCar Racing li 
blows the doors off any other game in its ciass. With totally authentic handling. 
Eye-popping graphics. “You are there” 
stereo sound effects. And ruthlessly realistic 
spinouts. With IndyCar Racing II, an officially 
licensed product of IndyCar, you can race 
against the professionals— or challenge a 
friend via modem. Plus, you can test your 
nerve on 15 heart-stopping international 
race tracks. Is this cool, or what? 


Gear up for the ultimate thrill. Race to your nearest software dealer this June, hit 
us at http://www.sierra.com, or call 1-800-757-7707. 


Crisp, clean graphics lei y. 
lion ahead and hchind yon. 


★ ★★★★ 

Conipuler Gaming World 
February 1996 


Winner. 1996 Best Simulallon 


Winner, 1996 Best Sports Sollware 


01996 Sierra On-line. Inc.® and/or designale trademarks of. or licensed to Siertii On-line, Inc. All rights reserved. Papyrus Isa trademark of Papyrus Design Group, Inc. IndyCar and helmet logo are registered trademarks o1 the Indianapolis 
Motor Speedway Corporation, under exclusive license to Championship Auto Racing Teams, Incorporated. Runs on Windows 95, Macintosh and DOS. Sports Spectacular promotion at participating retailers only. 


E R R A' 


Cirr/p Rtsartpr .9pn//rp iffT.SS 




SIMULATION/SPACE 


REVIEW • AH-64D LOMCBOW 


'llicscv’crsiililc niis.silc.s inne hvo firing 
iiiocics (brace yourself, more iicroii\nis 
iiliciicl); I /)ck On Before 1 niincli 
(I .OBI ,)imcl 0)ekOn Affer [,;iiincli 
f I ,OAI ,). I ,( )BI , works :is \'oird e\|5cct: 
use \ t)i!r 'I ADS display lo select an 
enemy, fire, and keep (lie target painted 
until its toast. 

Its the 1.0, -\l , mode, combined witb 
the I x)n”b(nv radar, that makes this a truly 
deadb' weapons sssteni, .Approach \oiir 
targets from behind cover, then carefull)- 
pop up just high enough to do a radar 
scan. (')ncc they appear on your Mh’D, 
drop back down and choose your targets, 
'ibu can lock a single target, or draw a box 
around a group of targets on your 'I'SD to 
create a Priority lure Zone (PKZ). lure 
your niis-siles and watch the countdown 
timer. As it appnraches zero, bob back up 
to re-lock the radar r m the targets. ' Ihc 
I lellfircs will acquire their targets and 
home in. If the first target in a Phy, is 
de.stroycd, the next missile locks (jii to the 


I xrngbow promotional films included 
with l.ONXlUOW', it’s apparent how accu- 
rate the targeting and firing .sequences arc. 
A few features are omitted-,such as the 
ability to set no-firc zones along with 
Pk'Zs to avoid friendly fire kilLs-hut for Ihc 
most part the avionics and firc-coniroi sv-s- 
tems are modeled dead-on. 



COLLECTIVE SOUL 

Along with targeting information, the 
helmet-mounted IlkMDDS displavalso 
features a number of navigational aids. 
Various modes give you the information 
you need for I lovcr.'lfansition (moving 
from hover to forward flight), Clruise. aiul 
Bol>-l ip modes, 'ibu can switch from the 
cockpit view to a full-screen II I, ADDS 
dfsplav that IcLs v ou pan your helmet (and 
the 'IADS sensors and gun with it); there’s 
no virtual cockpit, though. 

It’s good that navigation is made cas)’ 
with the wajpoint displays on the 'IADS 
and I hlADDS, because you’ll have your 
hands full just flying the 
helicopter. I .ONcaiOVV has 
the most sophisticated flight 
model yet for a helicopter 
game, and c\ cn e.\peri- 
enced virtual chopjier pilots 
will find .skimming the earth 
with the flight model real- 
ismonful! to he a real chal- 
lenge. As you near the 
ground the helicopter has a 


► GREEN ACRES The VCR controls allow you to review missions, including the classic 
“sneaking up behind the hills at night using the Pilot’s Night Vision System’’ routine. 


next target, vvilh the proce.ss repeating 
iinlil all Ihc niLssilcs have hit oral! the tar- 
gets in the PI'/ have been dcstroved. 

I lislorical missions arc flown using the 
older .A1 1-6-l.A Apache, which isn’t 
equipped with the l.x)[ighow radar. It docs 
I lav e 1 ,( ).AI , ca|)ahilih; but for only one 
target at a time, using la.scr-guidcd 
I lellfircs. It also has only one Mh'D dis- 
])lav, vvilh few er operating modes. I' ly it if 
you're looking for an extra clialicngc. 

Walcliiiig the Mci.Donndl-Doiiglas 


certain buoyancy thal I've 
not seen in other sinis; hut 
this isn't enough to keep 
vou from .slamming into the 
ground ifvou’re flying at 
high speed. 

for optimal eonlrol, 
you’ll wraiilalinininium a 
joystick with a tlm)ttle w'hcel; a .separate 
throttle and a set of rudder pedals is ev'cn 
Ijcller, ’lire joystick acts as the iieli- 
eopler’s evelie control, which ailers your 
direction of movenicnf. 'Hie throttle lep- 
re.sents the collective, which alters the 
angle of the lx)ngbow’s rotor blades and 
thus the amount of lift and thrust pro- 
diieeci h)' lliem. Rudder pevlals eontvul 
tile tail rotor, controlling yaw w'iien you’re 
mov ing, and allowing you to change 
direction in a hover. 




hiving the Ixinghow in combat w ith 
lull flight model realism active can he 
(|niie a challenge. Cniising along at 10(10 
feet at 140 knots is as easy as flying your 
favorite fixed-wing sim. But that’s not this 
vehicle’s element, 'lb niainlaiii stealth, 
most of your missions will he flv ing con- 
tour jjrofiles (about 40 feet above the sur- 
face, at SO knots), or. for maximum .safet); 
NOE fNa[>Of-the-Eailli) flight (around 
20 feel above the surface, at 50 knots). 
You’ll have to carefully coordinate your 
cyclic and collective coiilrols to maintain 
your .speed and altitude; climbing loo 
high can be nearly as deadly as slamming 
into the ground in these SAVl-iadcn .skies. 

'Ihe toughest maneuver lo pull off Is 
coming to a stop before a hoh-iip attack. 
When you pull the Lx)ngbow ’s nose up to 
slow dowTi, the helicopter climbs rapidlv; 
try- to flare too quickly and v ou’il climb up 
to 500 feel, e.s.seiilially screaming, "I xiok 
at me! I’mabulls-eyc!" 

BOOT CAMP 

/Ml these acroinm-powered weapons 
svstems and new flight controls may .seem 
intimidating, but there’s no rca,son to 
despair. lX)NGRO\\' offers an ahundanee 
of adjustable realism settings. 'Ihc flight 
model can be micromanaged, with tog- 
gles for collective motion, ground effect, 
vveiglit effect, Iranslalional life, aerobatics, 
dyianiics, allilude effects, wind, and (iir- 
hnlence. 'the most irseful setting for 
beginners is to turn off crashes, at least 
until NOE living gels easier. Wcaixins 
damage, jammer realism, and ’ 1 ADS tar- 
geting restrictions arc also adjiislahle. 

Although v ou can turn off most of the 
realism and |5lav I AS’GROW like a .sophis- 
ticated arcade game, (he honorable aller- 
native is lo go through the sim's Iraining 
sequences. In six Iraining missions, you’ll 
piogrc,ss from learning Ihc instnimcnls to 
basic flight and navigation, adv ancing to 
dclensivccounlcrmea.sim.-.s, sensors and 
weapons sv,stcm.s, and finallv strategv and 
lactics.;\n instriielor walks you through 
each of these ie.ssons in a eonvineiiigly 
inipaliciit, carccryXrniy voice. 'Iliis inter- 
active instriiclion is by far the best tutori- 
al ill any comhalsim; il riv'ais ihe cxeel- 
leiil flight instruction in iM.IGI I T 
UNL.IMnT':D. 


JULY 1996 





Developed by 
Digital Integration 



O 1996 Intoractive Magic 


Look for Apache and Hind 
Demos on our website! 

www.imagicgames.com 

PO Box 13491 

Research Triangle Park, NC 

27709 

To order direct: 888-946-2442 


IntroducinQ a new game from Digital Integration — developers of "Best 

H I II I pv Simulation of the Year," Apache. Climb into the cockpit of the 
111 Li/ most highly armored, heavily gunned and fiercely tenacious 
combat gunship of the Eastern Bloc. Strap yourself into the Hind-Mi-24. 

Expect the fast action and powerful 3-D visual effects that only the makers 
of Apache could provide. Visual effects that make the absolute most of new 
low-altitude terrain technology and advanced artificial intelligence based on 
actual Russian army activity. 

Experience full tilt combat, soviet style. 

Unlike other helicopter flight sims. Hind incorporates 
troop deployment, troop drops and pick-ups. There's 
even a multiplayer feature that allows for the ultimate 
mission: head-to-head combat with the Apache. 

Just remember, once you get the enemy in your sites,® 
lock in and fire when ready. You may not get another chance. 



Circle Reader Service 11107 



SIHULATION/SPACE 


REVIEW • AH-64D LONGBOW 


GROUNDS FOR ACTION 

IX)NG150\\'’s action lakes place in three 
ty]3c.s of terrain; jungle (Panama), desert 
(Kuwait and Iraq), and forest (the 
Polish/LJkrainian border). Obviously, each 
of these reejuires different strategies. Tlic 
rolling terrain, based on actual USCS ter- 
rain elevation n laps, looks superb — even 


better than the terrain in EklOOO at the 
.same altitudes, and with far more color 
variety. Tliere are plenty of hills, hangars, 
fannhouses, and other structures to use 
for attack cover. Unfoitunately, there’s no 
foliage in .sight. Put convincing stereo 
sound effects help add realism to the to[>- 
notch graphics. 



Vehicles look superb as 
well, with detailed texture 
mapping and no hint of their 
polygon constniction. You’ll 
encounter a wide selection 
of air and ground vehicles, 
including the Mi-24 Hind, 
Mi-28 Havoc, and Ka-50 
Hokum helicopters; tanks, 
trucks, and armored person- 
nel carriers; and .seemingly 
every anti-aircraft vehicle in 
modem service. As you’d 
expect, a reference screen 
offers full details on each 
vehicle from the various 
/ernes publications. 


ORDERS, SIR 

Missions are generally of three hpes: 
search and desln^y, deep strike and escort. 
You may be tasked with taking out air 
defenses around an airfield before tioo|3- 
carrying C-I30s land in one mission, or 
escorting I31ackhawks on a rescue iiiissioii 
to pick U)3 a stranded SEAL team. 

Longbow offers an instant action 
mode, single missions, and a campaign. 
’^Ilicrc are also 12 historical missions, 
based on actual AI-I-64A operations in 
Operation fust Cause in Panama and 
Operation Desert Stonn. 

Hie single mission generator lets you 
define characteristics, such as weadier, 
time of day, and terrain, and then it ran- 
domly picks an a]3pic)priate mission. 
Hicrc arc hundreds of po.ssible mission 
scenarios, and even if you do get a re[)eat- 
cd mission, the enemy doesn’t aKs'a)'S 
react the same way each time. 
Redundancy shouldn’t be a problem here. 

’’Hie campaign features branching mis- 
sions, so you have a feeling that your 


THE EVOLUTION OF 


CIVILIZATION 




AH-64D LONGBOW • REVIEW 


actions do affect w hat s going on around 
yon. Mclco interludes add to the reality, 
prrniding news reports of the action, as 
well as move [personal clips such as )’Our 
CO bestowing promotions, 

ONE KITCHEN SINK, MILSPEC 

As Don I’ardo is fond of sa)ing, tliat’s 
not all. iDNGBOW features a flight 
recorder, a welcome feature that’s been 
missing from too many recent sinis. You 
won’t find fancy editing features here, ixit 
you can jjlay back your missions at nonna! 
or high speed, and jump in and take over 
at any point. '1 Iris is great for w'atching 
your targets being destroyed, and for 
jumping back in the coclqjit just before a 
major scrcw-U[3 to tiy' to complete the mis- 
sion. 'llic second chance is good to have, 
since LONGBOW' keeps track of your pilot’s 
progress, promotions and medals. 

Imllv configurable controls are another 
nice touch. You can rema]) kes board func- 
tions and save your custom keyinaps; 

1 iONGHOVV even includes keyinaps that 


match the command layouts of CUNSI III’ 
2000 and Apaci IR. Nearly anything else 
you might want to adjirst in llie game — 
flight model, graphic detail, weather, 
enemy intelligence — is configurahle. 

'^Hicre’s very little to coni))lain about 
here. Multiplayer support is currently 
AWOL, but 1 lollis and team plan an add- 
on later this year that will piovidc network 
and modem ]ilay. Some might w'ant to fly 
the CP/C position, but that’s really akin to 
being back-scatcr in an I'-H; the multi- 
player add-on will likely add that position. 
And of course, the total lack of trcelines 
takes aw'ay attack o[)jiortunitics. 

As with all sims, the hardware demands 
are rigorous, and the 97 MB needed to |)lay 
with full terrain detail might lx: prohibiti\'e 
for some. Luckily, 68 MB and 36 MB installs 
are av’ailable as well, and you can back down 
to one of the smaller fcKJiprints tem|)orarily 
if you need hard disk space without having 
to reinsiall tlic game. Tlie game has a low- 
res mode, but you’ll really need a local bus 
DX4 system to get a smooth frame rate, 


I .GNGBOW truly is tlie FaLCON of heli- 
co]Dter sims, setting new standards for real- 
ism and accuracy'. Despite it’s authenticity, 
the adjustable realism options and superb 
training mode make it one of the mo-st 
accessible autlientic sims yet. Mollis and 
team have made this a game beginners 
can enjoy, without insulting their intelli- 
gence. I lopefully' other developers — heli- 
copter and fixed-wing sim alike— will use 
this as a model for future simulations. % 


f APPEAL: Flight sim fans of all 
experience levels, as well as first-time 
sim pilots looking for a good starter. 
^PROS: Accurate, accessible, attrac- 
tive, and action-packed. The bench- 
mark by which future helicopter sims 
will be compared. 

►COHS: 

Multiplayer fans 
will have to wart 
for an add-on; huge 
hard-drive foot- 
print; yet another 
helicopter sim with 
no foliage. 





SID MEIER'S 

CMMIOMI 

THE ULTIMATE VERSION OF 
THE BEST-SELLING STRATEGY GAME. 



Great niinds evenwhere agree. Chilization has undergone 
a dramatic transfonnation. Introducing Sid Meier’s 
Civiliziition'^ 11. Build an empire to span 
histoiy. But this time, liave even more 
fun doing it! Create new YVbnders of 
die World like Leonardo da \'inci’s 
Worksliop and Sun d zu’s Wai’ 

Academy. Encounter new tribes like 
(.he Celts, Japanese, Vikings tuid 
Sioux. It’s new teclmology. New city 
improvements. And new SVGA graphics. 

So, if pu were challenged by die original 
Sid Meier’s Civilization'-'' you belter plan youi' every’ move 
caiefuUy Be(.’aase in diis game, it’s sun’ival of tlie fittest. 



For IBM'-PC & Compatibles on CD-ROM. 
1-8()0-879-PLLY. hltp://ii-w-w-.miero[)ros(\(:oni 

©19‘>6 .MicroFrti.-ic Soflwirc. (lie. .\ll righls ro.-icn’i'il. 
Circle Reader Service #123 


SIMULATION/SPACE 



SIMULATION/SPACE 


REVIEW • EARTHSIECE 2 



Robots Redox 



Price: $59.95 
System Requirements: 
IBM compatible 486 
DX2-66 or higher 
(Pentium recommend- 
ed), 8 MB RAM (16 MB 
recommended), 
Windows 95. 16 MB 
hard disk space, SVGA, 
2x CD-ROM (4x recom- 
mended). mouse or joy- 
stick; Windows 95-com- 
patible sound cards. 
Protection: None (CD 
must be in drive) 
Designer; Dynamix 
Publisher: Sierra On- 
Line 
Salinas, CA 
(800) 757-7707 
Reader Service k 331 


Graphic Facelift Aside, This Is Your father's EarthSiege 

by Martin Cirulis 




O ne of the lit- 
tle pieiiMircs 
tlmt I used to 
gel fmni 
coinpiiter 
gamc,s was 
unuT<ip[)ing 
(he box, 
hunkering 
do\Mi on the 
couch with the docinncnta- 
tion, ;iikI figuring out wji;it 
was what— all before boot- 
ing (he game. E\ cn in this 
age of .skinip\’ tiiininings on 
software, \x)u can iisualh' 
depend on a simiiiatinn to 
provide \ ou with a tome ot 
some kind — especiailv sci- 
ence fiction sims, wliich 
need to set the .scene in order for the plav- 
erto hoist their disbelief and get into 
things. Imagine mvsur])risewiien I 
opened b’-AR’ll iSitT.I'; 2 (ES2), only to dis- 
cover that some brighi boy from Siemi 
had decided to do away w ith jraijcr docu- 
mentation. It’s all on the CD, withal! the 
adventure and fascination of a Windows 
help file. 


FIRE FIGHT No Shattered polygons here— your Cybrid foes literally blow their tops when destroyed. 


► NICE LEGS Texture-mapped HERCs and rolling terrain make this 
I game's play sequences look nearly as good as the video intro. 


I won’t lie; this little displav of profit 
optimization put me into a le.ss than 
im|)artial mood, and I went into this game 
kjiowing it would have to be prettv’ bloodv 
good to get me to like it. 

SurprisingK’ enough, it was. RareK’. 

DARK SIDE OF THE MOON 

/\s is the case with most .sequels, the 
bad guys you 
thought you put 
away last lime are 
back, badderthan 
ever. In the original 
Evitn iSii'.ca';, \ou 
w ere fighting for the 
last gasp of hiimanitv 
oir a devastated 
Isarth, against (he 
seeminglv unsto[> 
pable Cvbrids. Ifre.se 
giant killer robots 
were led b_v an evil 
,-\l, Prometheu.s,who 
was obviously buiil in 
the "Naab, we’ll 


nev er need a reset button” School of 
l^ngineering, but in the end you were 
finallvable to .shut it all down with the 
help of your own giant Mechs (oop.s, I 
mean giant "HERC^s"). 

Or so you thought. 

it seems Prometheus had a little vacu- 
um-front property up on the far side of the 
Moon, and that’s where he and hi.s tin-can 
cohorts have been lurking, building up 
Iheir Cybrid numbers until they are ready 
to come back down and kick our monkev 
butts back into the trees. Lucky for us, 
Prometheus seems to biow^ nothing about 
physics: he could hav c saved a bundle on 
1 ilsRCs and just jrelted us with lOO-meter 
moon rocks until wc were nothing but 
smears at the bottom of craters. 

fcgardie.ss of the macho illogic of the 
Cybrids, the long and the short of it is that 
vou have another fight on your haiuls. so 
it's back into the bunker for more video 
briefitigs from good 01' General Ceirling, 
who still comes across moie like vour 
dotty uncle Mitch than an inspiring mili- 
tary genius, Lortunatclv for us all. \ our 




CC 


JULY 1996 





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SeeVtai 

OriiiK! 


Circle Reader Service #290 


SIMULATION/SPACE 


REVIEW • EARTHSIECE 2 


reflexes and wits count more tin 
your CO, and j oii’ll Iiavc more 
than 50 missions to prove it. 


BLOOD N' RIVETS 

KS2’s gameplay is essentially 
unchanged from the original. Yon 
ha\’c the standard mission 
ty]3es— Assault, Recon, and so 
on— and a squad lo follow you 
through them. 1 here have been 
some welcome improvements to 
the control system. Wdiilc still 
tricky lo get the hang of, users of 
multi-button joysticks will find 
this Parti iSikgi-; a hit easier to 
handle. You base the re.sponsibility for 
repairing and building new hlRRCsand 
weapons systems (including a simply 
modeled aircraft) from the scraps which 
are scavenged from Cs brid wreckage. 
Ihis logistic aspect is b)' far the most dis- 
tinguishing feature of the game, adding a 
welcome strategic facet to this fast-action 
sim. 

MostofESZ's changes have been in 
the graphics engine, dhis game is as close 
as 1 ha\'e.sccn to the promi.se of playing a 
sim with the .same level of graphic detail 



HERC, YOU LEAN Damaged HERCs teeter on one leg 
before gratifyingly crashing on their sides. 


M ost survival tricks of EarthSiege 2 are self-evident, 
but it never hurts to reinforce tactics when the fate 
of the Earth is at stake. 

In combat you should always stay with your squad— 
they’re reasonably smart, and they fight hard. Always com- 
mand them to fire at will, and if you get into trouble, try 
and back up and let them take the heat off you. Most fights 
become turning duels if the Cybiids survive their initial 
charge, so be sure to reduce your speed to half under these 
conditions; it will keep you moving while allowing you, usu- 
ally, to turn inside your more frantic opposition. Finally, 

HERC legs are very big targets, and it almost always pays to 
aim low. It's the fastest way to take down a Cybrid, and it 
yields the most salvage. 

Speaking of salvage, always aim to build heavier HERCs 
as soon as possible. Most missions don’t require fast units, 
regardless of what the briefing says, and soon you will have 
your hands on the Turtjo pod that turns even the heaviest 
HERC into a twinkletoes. 

Lasers and Autocannons seem to have been improved 
somewhat, so arm up with 5GW laseis and 100 MM 
Autocannons as soon as possible— they make the perfect 
accessory for the HERC who has everything. Most HERCs 
are worth building and, though I have some doubts about 
the Raptor II, the important thing is to get your squaddies 
out of those Outlaws as soon as possible. 


as llie opening animations, Cio.se up, with 
detail cranked lo maximum, the I llsRCs 
look Inily incredible, and the destruction 
.sequences arc amazing, Gone is the irsnal 
explosion of polygons we arc used lo see- 
ing in giant robot games. Instead we’re 
treated lo machines decapitated by horrif- 
ic flaming blasts, teetering on one leg 
before crashing forwurd or oiito their 
.side,s. it's a real treat to sec these cinematic 
effects embedded smoothly into a sim, 
and there’s cnougli variety of them that it 
takes a long time for one lo become hla.se 
about them, 

'Ihc terrain is also impRw ed with a 
rolling hill look, reminiscent of MacIC 
CARl’Kl'technoiogy. Wdiilc it isn’t as radi- 
cal or striking as that found in TttRiu 
Nova and it lacks trees (1 guess Cybrids 
rcalK’ hated dog.s), it’s a \'ast improvement 
o\ cr tile old version's tablctop-wilh-poK - 
gon.s-strewTi-about effect, and it is s'aricd 
enough that players can use the tenain to 
their acK’antage, at least to a limited 
degree. 


LOOKS GREAT. . .LESS FILLING 

'Ihc real pmhleni with F,S2 is the same 
one that political pundits often jabber 
about: character, Tiy as it might, this game 
ncs’cr quite lo.scs its clone sencer. nierc is 
wry little "feel" to this game, and manv 
w ill note that for all the great images, 
there is nothing that will leave a lasting 
impression or hunger for EarthSiege 3. 
'Ibis lack of character is exacerbated bv 
the lack of a printed manual, which leaves 
you feeling like \ ou’\’e bought a console 
game. Other small errors, like \ideos that 


somefimes don’t agree with tlie 
actual mission brief, do nothing to 
raise one’s morale. 

'llie missions also have a con- 
sole game feel lo them, in that 
they seem almost too eager to 
please. Most missions are over in 
less than ten minutes, and most of 
the battles lake |)laee within a kilo- 
meter of your base, While I'm not 
a big fan of endless treks through 
Ihc de,scrt, there must have been a 
way lo arrange these battles that 
wouldn’t feel so claustrophobic 
andarcadish. 

Given these seeming attenqrls 
lo cater to the Nintendo generation, this is 
still an enjoyable, great-looking Slvsiin. 
Ofcour.se the visuals are not without a 
price, and I wouldn’t really recommend 
fiiis game to any but the Pcntium-blc.ssed, 
Science fiction fans may find things a 
little empty for their tastes, but anybody 
who lo\'es good-looking action games, or 
w'ho just can’t get enough giant-rohof 
combat, should defiirilely consider pick- 
ing up a copy of I'AR'n iSiKOi': 2. 

Regardless of the drawbacks, it will hel]) lo 
tide you over until Mm;! iWaiuuor 3. Riil 
before \'ou go off for a few hours of kick- 
ing ihe can, tty and do one thing for the 
good of computer gaming; write an angiy 
note lo Sierra and let them know that on- 
line manuals are not a trend wc want lo 
sec continue. We can onl)’ hope Ihcv’ll 
blame this idea on the Gyhrids and go 
back to giving us our money’s worth. And 
if the\’’re concerned about trees, they 
.should just wrap the diamond ca.se and 
manual in plastic, and do away with the 
big, iisele.ss, double-walled box. % 


APPEAL: MechWarrior fans looking 
for new experiences, and who are less 
concerned about clans than blowing 
up tin cans. 


PROS: Best-looking giant robot 
game on the market, and the logisti- 
cal aspect is a welcome addition to 
the genre. 







CIVIL 

WAR 


Illustration ^Mon Kunpi^r 


Take your place in history with Robert E. Lee: Civil War General. Test your military mettle as you relive the battles 
of the Civil War in this true-to-life CD-ROM game. Lead your troops through 7 historic Civil War engagements, and 
enrich the experience with an in-depth multimedia presentation. Wage a campaign alone, or battle Head-To-Head 
via modem. Evocative illustrations by renowned Civil War artist Mort Kunstler and re-enactment footage by award- 
winning filmmaker Jay Wertz make each battle so real you can almost smell the gunpowder. 

Experience the Civil War at its most exciting this Springl See your local software dealer today, hit us at 
http://www.sierra.com, or call 1-800-757-7707. 




> 1 




1 ^ 


1 \ 







NO 

UJ 'UUji' 

RTII 4 soimi 

m 1 


a 

B 


Circle Reader Service 






Obliterate enemy ports 
USING NAVAL WARSHIPS 


Strongarm Presidents, 
Prime Ministers and 
Commanders 


Assemble squadrons 

OF LETHAL AIRCRAFT 


r he battle rages on. Two opponents. 

Two strategies. The year is 1941 and 
the scene is the Pacific. Japanese Zeros 
appear on the horizon, marking the _ 
beginning of World War 11. From Pearl !F 
Harbor to unconditional surrender, this B 
is your battlefield. 

PTO II delivers the power to 
control this infamous war. With new 
technology, faster and better war 
machines are at your disposal. Command 
the guns of the mighty Missouri, launch 
devastating Japanese fighter attacks, or 
storm the beaches of Okinawa. India, 
Australia, and the east coast of the j 
United States mark new regions for * 
enemy domination. Three campaigns ;| 
await the most ambitious of generals i ‘ 

while single-ship engagements p 

prepare you for more! 

■ Play one of three major campaigns or 
seven short scenarios 
■ Set your own victory conditions 
■ Execute precise military maneuvers 
with over 100 unique officers ' 
■ Select from 120 war- > 

ships, 60 fighters & | 

bombers, 20 submarines, & | 

10 categories of tanks 
■ Intercept & decipher 
enemy messages using 
_ technologically advanced 
weaponry 

■ Command forces from 70 strategic 
bases around the globe 


Available now or coming soon to: 


I Access biographies on WWII's most 
legendary heroes 

I Orchestrated game music included on CD 
I One or two player excitement 




KOEI Corporation 

Available at your favorite retailers nationwide. 1350 Baysliore Hwy, Suile 540 
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N.numlo. N niendo Errtfrralnment System, artd Iheolficial seal are Iradertrarks ol Nintendo ol A 
MiCiQSOh. Mictosofl Windows, anil lire oUiwI logos are traderrurks of M.crosoN Corporatrorr, 
■•5 1995, 1996 KOEI Corp , All righls reserved 

Circle Reader Service #111 


Mt-ROSOfT. 

WlSTXJAS, 

CtMMna£ 






TERRY COLEHAN • STRATEGY/WARGAMES 




Does The End Of The Spectrum EloloByte 
Brand Signal The End Of MicroProse? 


“Hc'SCA'c 1 .isf lo csliiniitc llicir initml 
oKicriiig needs. C>l\' II s resene list was 
onc-fiftli ilic si/e of'l'oi’ CUNs and onc- 
(enlli ihesi/.eefXl/VslKItOFOiyoNZ. 
Speelrimi ciles efforts at promotion and 
can point to sjjecific references in finan- 
cial analysis reporls noting lliat Ci\' 11 
was CNpeeled to be iheir tl\ bil, bnl ibe 
stoics didn'l order. I'Acn when Cl\' II 
began lo.sell exlremelywell (one chain 
sold o\er l^Od copies iiu/.swgfc dci\'), the 
reorders were relali\el\' slow' (due to rea- 
sons cited in Johnny Wilsons editorial in 
lire June issue). Given that the original 
Cl\' sold over SSO.OOO nnii.s (not count- 
ing bundling), il's hard lo understand why 
Civil couldn’t get better sell-in. 


WEREN’T THERE MORE STAFF CUTS 
AT MICROPROSE THAN ELSEWHERE 
IN SPECTRUM? 

Il's true lluil the only playlesters that 
w ere laid off in Ihc largely administrati\’c 
cuts w ere laid off from the MicroProse 
I liinl Valley facilit}; adding fuel to the 
cons|iiraey ihcorists' fire. One staffer 
complained, “\\i- would have understood 
if Ihcy had fired all Ihe [)la\1e.sters after 
Xks'iKKOi' \l,\( •.!(;, but Ci\' II was a 
c|iuilil\- prodncl delivered in .spite of a 
ridiciiloiis.schednle.’"ldp management 
insists that ihe I Innt Valiev managers set 
the .schedule. Kegarclbss. an exiimination 


Why 
would I try to 
unplug an 
asset that I 
bet my entire 
company to 
buy? If 
MicroProse 
goes down, I 

go with it. 99 


-Gilman Louie 


!► Red Alert, a Command and 
ICoNQUER-style "what-if" game 
[where Stalin takes on the Allies 
latter WWII (wouldn’t Patton love 
\this!), was originally slated as a 
three-player game: two Allied 
and one Soviet. Now, however, it 
appears that the second Allied 
role may only be available 
through an add-on disk, if at all. 


I ► In case you’re wondering 
i where all those ex-MicroProse 
i simulations designers ended up: 
i several of them have migrated to 
i the new east-coast branch of 
i Origin’s “Skunk Works" in 
j Maryland, where renowned flight 
' Sim designer Andy Hollis & Co. 
i plan on developing state-of-the- 
j art sims. 


made a mistake when Spectrum 
|-id()b\tc acquired i\ licroProse. “We 
should never have treated the units as 
.separate brands. It made tlie w'roiig state- 
mcnl.’”lb counteract this feeling of .sepa- 
rateness and cifseriminalioii, llie company 
announced at press time that all product-s 
will now be shipped under the 
MicroProse brand. Since three of the 
companv’s four business uuils (Main land, 
'lexHs, and the U.K.) now .ship under the 
MicroProse label, it onk' makes sense to 
unifyall products under the strongest 
brand. Spectrum’s execs hope it w ill also 
send a!ne,ssage to the three units doing 
business as MieroPro.se that tire plan is to 
kee|) them around. 

WHAT OF RUMORS OF 
MARKETING FAVORITISM? 

'Ihcrc mav ha\'c been .some in the 
past, but Spectrum’s marketing depart- 
ment claims lhal Giv ll’srclalive unavail- 
ahilitvvis-a-\'is I’opGUN was not due to 
extra effort oil behalf of the latter. Rather, 
the)’ claim that a sinister marketing 
chnamic slurped the disparity. Retail 
.stores now u.sc a nrechanism called the 


ftera 
recent 
cost-cut- 
ting move 
ill which 
the entire 
marketing 
staff, sever- 
al other 
administra- 
tors and .sonre .support staff were laid off at 
MieroProse’s llunt Valley, MD facilit)', 
record numbers of MicroProse personnel 
started looking for other jobs. Ka’cii after 
visits h\' top Spectrum 1 lolobvte execs 
Gilman l/uiieand Store IGree. the 
atmo.sphere at Munt \allc)’ remained 
uirscitled. Rmplovees with length)' lenuie 
joekeved tor position to leas e, sounding 
the refrain. “I don't w ant to he the last one 
out who has to lum out the lights.” 


WAS IT A CONSPIRACY? 

Spectrum Chaimian Gilman I .ouie 
insists that he has no intention of unplug- 
ging his most experienced dirision ot 
de\ elopers. 'Mien, the co-founder ol the 
company went on to explain that he had 





STRATEGY/WARGAMES 


TERRY COLEMAN 


of flic budget as acljiistcd for the layoff 
shows that theiVlaiyland faeiliK' still has 
.sigiiificatilK'inorcpIaytcsIers than any 
other unit in the company and reports 
from the testing director indicate tlial 
there is a|3cn testing lime on the cm rent 
schedule (counter to another minor 
which su'^csts that otlier products will be 
delayed due to testing capacits'). 



General has remained one ot the most 
challenging computer wargames of all 
time. If you're still having trouble blitz- 
ing through North Africa or crossing the 
Volga during a Russian winter, the 
armored cavalry is on the way! 

Peter Donnelly and Stuart Gillespie of 
Skookum Software have released a 
series of editors for not, only Panzer 
General, but also its sequels Allied 
General and Fantasy General. Unlike the 



often clunky editors for many popular 
DOS games, these require neither profi- 
ciency with C-I--I- nor any particular 
facility with hex editors. And while these 
utilities aren’t “officially'’ sanctioned by 
SSI, they are really nice, professional 
editing tools. 

PG View is an unofficial, unauthorized 
saved-game viewer and editor for Panzer 
General. Although it was designed to 
work with the very first version of PG, 
I’ve tried it with each of the patches 
installed, and I’ve experienced no prob- 
lems. 

The more robust editor, Brass Polish, 
oddly enough, works equally well with 
both the DOS-based Panzer General and 
Allied General, even though the latter is 
Windows 95, Brass Polish has a lot of 
nice "cheats," the most obvious of 
which is the ability to pump up your 
prestige (talk about bribing the general 


BUT WHAT ABOUT THE LACK OF 
MULTIPLAYER SUPPORT IN CIV II? 

Speeimm I lolobyle invcnlecl llie 
I'lleclronic l^attleficld Series, and miidean 
early eommilmeni tomullipla}’er]riay. So, 
llie lack of expected luiilliplaver .support 
ill ('l\' 11 .seems indicali\e of Speetrum 
exeeiifivcs’ iudifferenee to the Mierol’rose 
Irrand. Ifwc belic\’e Gilman 1 xiiiie, lliis 
is.sue is indicative of how ])oor tiie corn- 


staff!) and lower that of your opponent. 
And-for those of you with a sadistic 
sense of humor-the designers were 
determined not to let you monkey 
around with your opponent’s e-mail 
turns, sorry. 

If you are getting bogged down in 
France, just change the year to 1945, 
and see how those pesky RAF and 
French fighters stand up to jet fighters! 
You can: edit supply; add transport 
whenever and wherever you like; change 
unit types at will; see how the 
Americans fare at Anzio if you have the 
edge in artillery. 

Gem Polish is much the same as 
Brass Polish, but is constructed to let 
you take advantage of Armies of Aer, in 
SSi's Fantasy General. As yet, I haven’t 
figured out how to supply Mordra the 
Sorceress with Tiger tanks, but that’s 
about the only thing these wonderful 
editors lack. Check out the CG-ROM this 
issue, where the designers have provid- 
ed the shareware versions of PG View. 
Brass Polish and Gem Polish. As with all 
shareware, you are strongly encouraged 
to upgrade to the registered version. 

To contact the designers: 

if you have a CompuServe account, 
GO SWREG and search for registration 
ID 7839. If you don’t, send a check on 
a U.S. bank for S12, or an equivalenf 
postal money order or bank draft in 
U.S. funds, to Skookum Software, 1301 
Ryan Street. Victoria BC, Canada VST 
4Y8. Canadian customers may pay by 
check for $16 in Canadian funds. 

Or contact the authors at their web- 
site: 

http://ourworld, compuserve.com/home- 
pages/skookum 


nuiniciition was between 1 lunl \allev ami 
Speelriim 1 IQ. 

Rxamining (he fads may well indicate 
why a cons|>iraey iheorx' fs.so pievalcnl 
among Microl^ro.se employees and online 
fans of MicroProse prodnels: 

• ’Ihc honks are in place lo insert nuil- 
tiplaycr pla\’in Cl\ 11. 

• Rirts of Cl\' II work under (he 
CivNi:i code. 

• CGWwas (old b\' (lie design (earn 
that multiplayer plaj’cniild lia\e been 
implemented in four weeks. 

• Spectnim execuiivcs were told Iw 
the management team in I lunl \'alley 
that it w ould take six months and appioxi- 
mately a quarter of a million dollars more 
lo im])lement multipkwer pia\. 

• Gilman 1 .ouie expre.ssed his w illiiig- 
ness loante up SKlO.OOt) in exlra develo|> 
nrent hinds if lheGl\' II design team 
could give liim miillipiayer play in eiglit 
w'ceks and .suggcslerl to CXIW llial lie 
would then make il available free for 
download on the Inlernd. Our bcsl 
guess? Certain design learn members arc 
iiiidcre-stimafing the task at the same time 
that I lunl \'alle\- iiiaiiagersareeox Cling 
their a.sse(.s by padding eslimales. 

AREN'T SID MEIER AND BRIAN 
REYNOLDS LEAVING MICROPROSE 
TO FORM THEIR OWN COMPANY? 

I'br now. Sid i.sn’1 talking, \Vh\' are we 
not surprised? Sid ne\ er even admitted 
.selling all of his Mierol’rose slock prior to 
bill Stcaieys near-falal |)lui)ge into the 
eoin-op world. Still, we lia\e eonfiniied 
that Brian (dcsignerof Gi\’ II) has indeed 
flown the nest (draw _\ ()iir own conelii- 
sioiLs). 

Will Spectrum’s changing of the irrand 
name to MicroProse eonvinee both 
employees and consumers that I he 
MieroPmse faeilitv and eiilliire is here to 
s(a\? Ilfs hard to tell. It is. at least, one cor- 
rect nio\ c. as arc reeeiil allempts to iia\ e 
both execs and marketing personnel on 
site at I lunlV'alle) oiia more regular basis 
and eonccrlcd effoiis to do more code- 
sharing between all of the development 
facilities, I lere’s hoping it's eiunigli. We’d 
hale to sceaprimaiy'soiiieeofslraleg)’ 
games drv ii]x 






2 CD’s 


A \jMJ O 

Strategy Game plus Historical Multimedia CD with CD-quality soundtrack! 


"...the only strategic-level 
Civil War game worth playing." 
-Computer Gaming World 


PC CD-ROM 


Its 1861 and the nation is divided against itself. Brother 
against brother. Father against son. You stand at the brink of 
one of the greatest apocalypse, the American Civil War 


Confederate or Union, history buff or strategic gaming fan, 
with its great attention to detail and dead-on realism, American 
Civil War is the choice for anyone ready to face the challenge of 
refighting, and rethinking, the most devastating war in 
American history. 


Play American Civil War, From Sumter to Appomattox 
• all the decisions are yours! 


Strategy Game 

^ Play the entire Civil War, Union or Confederate 
- or enter the v;ar in the spring of 1862 or 1863. 

W Choose from various political and military victory options. 

H Recruit and organize your own Divisions, Corps, or Armies. 

Bonus CD! Narrated Historioal Multimedia GD 

■ Review the War through narrative text, interactive maps, color 
graphics, and recordings. 

■ Watch exciting video clips of recent battle reenactments. 

■ Listen to the songbook including history and lyrics 
representing famous songs of the period or play as a separate 
audio-only CD soundtrack. 


To order call: 1-888-546-2442 (Norih America only) or 919-461-0722 


Look for the 
AMERICAN CIVIL WAR Demo 
on our web site! 
www.imagicgames.com 

Circle Reader Service #108 
Designed by: Frank Hunter 
Published Bv: 


” © 1996 Interactive Magic 




STRATEGY/WARGAM£S 


REVIEW • CONQUEST OF THE HEW WORLD 


2 



Price: S49.95 


System Requirements: 
IBM compatible 486DX- 
66 or higher, DOS 5.0 
or higher, 8 MB RAM, 
VESA-compatible SVGA 
video card with at least 
512K video RAM, 2x 
CD-ROM, 8 bit sound 
card (16 bit recom- 
mended). Network 
card, modem or serial 
cable, 9600 baud or 
higher modem needed 
for play on multiple 
computers. 
# of Players: 1-6 
Designers: Vince 
DeNardo, Bill Fisher 
and Byon Garrabrant 
Publisher: Interplay 
Irvine, CA 
(800) 468-3775 
Reader Service ft: 332 



Wtorld Enough, 
And Time 





For Explorers And 
Expansionists, This 
New World Is A 
Dream Come True 


by Arinn Dembo 


■|| tell yon \vli;il I lo\eal)(nil llic 
I conipnlcr "uining indiistn-: three 
I bad games can’t kill a good one. 

I even if they conic out earlier. 

I Cc)iVniii';s-|'()t''Tiii';NL'\v\V()iti,n 
I is one such game. I was tantaii/cci 
I b\' the beta I played last fall wait- 
ed for months to get my hands on 
I the tiiii.shed version, and now I've 
I been pin ing it for two weeks 
straight. I', veil si.'c months ago, it was ob\'i- 
oiis that C()NQi)l''.ST was goiiig to be the 
ultimate I'inirX experience: cXploration, 
aXploitation, eXpansion and 
eXtennination. I Infortunatclv. while I was 
cagerK- awaiting Cf three lesser 

games detailing the -Age of IXploration 
appeared, ranging from the tedious to the 
dubious to the shamefully awful. But 
Inteqjlay wisely took their time releasing 
Co.\yi4':s'i; and now that it has arrived, 
it's ri.sen .serenely above the eompetition, 
by nailing down the basics, fleshing out 
the details and .serv- 
ing lip a heap of frills 
on the side, hishorl. 
b\ taking the time to 
do it right. 


WELCOME TO THE 
WORLD 

CoNODits'r begins 
when vour. ship first 
touches the shores of 
a new land. On 
board, \()u carry three 
Mxplorers and an 
annv.Afcw turns 


► colonial power Conquest has numerous strengths as a game, including its robust 
I colony building, exploration, diplomacy and trading aspects, 


later, a second shi]) arrives, earn ing a 
Settler, another army and an Kxplorcr. 

’Ihe tw o ships, thiee l’'.\p!()iers. two amiies 
and one .settler arc all von will ev er get 
from yoiir Mother Cx)iinti-v...that is, 
besides requests for laxe.s, Iroiibic, and 
marked-iip merehandise. 'ibii are vulnera- 
ble at first, since there’s no going borne. 
.And if your first Settler unit is destroved 
before you can create vour first Coloiiv. 


► age of discovery Conquest has a vwonderful take on explo- 
■ ration; by awarding points for discoveries of natural wonders, it 
makes exploration fun and relevant. 


your dreams of empire in Ihe New World 
are finished. 

C'.ai 1 icpiav' is divided between five basic 
priorities: e.x])loring the world; e.slahlishing 
and defending colonics; desfroyingeiie- 
inies and raiding vv'caker selllemenls; 

I iniiMl;iii ling diplomatic relations with 
other players, the mother eonnliy and the 
natives; and opening up trade routes. 'Ibis 
is |)iellv iiiiieh old iial lorslrategvgaifier.s. 
hut what makes CoNgiii:s'i' different is 
the way liilei])!ay re-invenled Ihe e\)ilo- 
ralion a,spect. 

CNW makes exploration more inter- 
esting. fun and relevant hv creating a vari- 
ety of geographical lcalurc.s on ev erv map 
and allaehiiig vietoT\- points to their dis- 
cover)'. So, if v'ou’re the first pli)'er to 
eliiiih to ihe top of a moimlain, voii get to 
give it a name and collect points for being 
Ihe lirst one there. IDitto if voii trace a river 
from della to hcaclwalers, with .s|Deeial 
boiuLses tor charting larger regions or 
entire mountain ranges. 'ibii can rack up a 
.siirprisiiig lead over your opponents just 


CC 


JULY 1996 



«BF 


FREE PRODUCT INFORMATION 


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yout answers lo Ihe seven research queslions. 


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CIRCLE FOR FREE INFORMATION 


Void after October 31,1996 


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t.Whal 

Islheltloi 

nest level 

Dl education lhal 

S. Howotteni 

do you usually buy computer games? 


Name 










CGW 

7/96-4 


oa.DSome College orTechnical sc 
04. □Graduated College 
05 □ Post Graduate school 

Oi.DIBMMiiVlelstan^^^ 


3. II iDlel, whit level? (Check one only) 
fll.QPower PC 
02.0 Pentium (586) 

03. □486 
04.0386 
05.D2a6 
youow 

:b-H0M7 {Check one only) 
Ot.GOwn 

02.GPIanlohuy (6 months) 


drone only) 
Ince a week 


5. Where are jroii most likely lo gurcliese games? 

store 04. □ Computer store Cham 


01. Strategy 




02, War/Mililaiy 




03. Role (haying 








05, Card 




06. Span 




07, Aclion/Arcade 




06. Educeliotrni 

09. Adventure 





Title 

1 

Telephone 

1 

Company Name 

1 1 

Address 

1 1 

City 

1 

State 

Zip 

1 


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R.S. It 

COMPANY 

PRODUCT 

PAGE 1 

IR.S. # 

COMPANY 

PRODUCT 

PAGE 1 

298 

21stCentiii)’lsiitcrtainment 

Total Pinball 3D 

147 

127 

Microforum 

Mind Grind 

119 

248 

Access Software, Inc. 

Links LS 

115 

56 

MicroLcague 

MicroLcague Basebaii 6.0 

148 

246 

Access Softvrare, Inc, 

'ITe Pandora Directive 

114 

123 

Microprosc 

Civili/ation II 

168,169 

65 

Acclaim 

Krank'lhomas 

188-189 

215 

Microprose 

MagicFIlieGalheringl 

SO 

292 

Accolade 

Deadlock 

05-07 


Microsoft Coqx)ration 

Close Combat 

10.11 


Acer /Vnerica Corporation 

,4spirc 

iOl 

244 

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Legends-MidnighI Games 

192 

m 

ACi’Utoralors’Ltd. 

NovaStickMax 

45 

129 

Military Simulations, inc. 

Back to Baghdad 

183 

59 

Acli\isioir 

Hyperhladc 

35 

134 

Mindscape 

Chess Master 5000 

185 

98 

Ac(i\ision 

Interstate 76 

17 

132 

Mindscape 

Dark Cnisader-W'arhammer 40k 

131 

97 

Aclisisinn 

Zork Nemesis 

77 

131 

Mindscape 

MegaRace2 

113 

245 

AclSoft.liic, 

Mail Order lAducts 

192 

99 

Mis.sion Control Software 

A'irtiiat Victor/Interactive Quarterly 

198 

261 

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Back-UPS Office 

67 

199 

Mpalh Interactive 

.Mplavcr Interactive 

54 

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Diablo 

43 

296 

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Gummy Savers 

133 

265 

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WatCraftll 

29 

89 

NEC 

Clocks 

4,5 

75 

Burrale Software 

Marathon 2 

15 

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New World Computing 

Heroes ofMighl&Magic 

74,75 

60 

CM Products 

Game Controllers 

121 

219 

Novaslar Came Com[)any 

Watgames 

191 

195 

Chips&BiLs 

Adult Mail Order 

199 

139 

ORIGIN Svstems, lire 

AI4-64D Longbow 

60,61 

69 

Chips &• Bits 

Sinkha/Hie Secrets of the 1 Jixor 

51 

146 

ORIGIN Systems, Inc. 

Wing Commander IV 

CS 

68 

Chipsil’Bits 

www.cdmag.com/chips.html 

93-97 

173 

Pandemonium 

LOtimalc Gaming Rig 

194 

76 

Computer FA])ress 

Loon}' Labyrinth 

129 

284 

Philips Media 

Total Control Ibotball 

157 

74 

Computer Express 

Mail Order Products 

124,125 

293 

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Majestic 

144 

78 

Creative labs, Inc. 

AWT: 32 Plug&Play 

73 

259 

Quarterdeck 

SpeedvRom 

87 

49 

Diamond Multimedia 

Steallii 3D 

89 

177 

R&G Games 

Used Games Software 

191 

83 

Eidos 

Shellshock 

145 

190 

RmdomSoft/Sniarl Game.s, inc. 

Smart Games 

69 

205 

Eiger lal)s 

HeadOn 28,8 DSVD Modem 

105,107 

166 

Sierra On-line 

Civil War 

173 

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WANTED 

191 

154 

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EPS: Baseball 

153 

= 

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Epic .MegaCames Inc, 

13 

158 

Sierra On-Line 

IndyCarlkacingll 

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Falcon MACliV 

197 

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lighthouse 

117 

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DukcNiikem5D 

02-04,1 

227 

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Lftban Runner 

83 

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FomiGcn, Inc. 

Shadow'Warrior 

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Pliillip .Marlowe 

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FomiGen,lnc. 

Xenophage 

137 

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jaggcd/Mliance DeadlyGames 

52,53 

93 

Gamer’s Cold 

Mai! Order Products 

193 

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NemesisAM'izzardry Adventure 

30,31 

242 

GTlntcTactiveSoftware 

Final Doom 

39 

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Shadows Over Riva 

111 

224 

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Acciira 288 DSV'D Modem 

98 

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'llic. Avalon i lill Game Conijjany 

Tiird Reich 

21 

108 

Interactive Magic 

/\merican Civil War 

177 

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’lhriist.\lasler,inc. 

Fonnula’12 

163 

105 

Interactive Magic 

Decathlon 

187 

121 

'ihunderScat Technologies 

'IlKinderScat 

122 

107 

Interactive Magic 

Mind 

167 

218 

173R,lnc. 

AD&D-CDRom 

104 

59 

inteqday Productions 

Nomialitv' 

27 

194 

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Mail Order Products 

195 

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Conquest 

41 

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\'clocily Development 

Strife 

2445 

58 

Interplay Productions, Inc. 

Vll Sports -Soccer 

151 

181 

Mrgin Interactive Entertainment 

Command & Conquer: Cov ert Operations 36,37 

87 

Jazz Multimedia 

3D Magic 

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Virgin Interactive Entertainment 

Right Unlimited for Window s 

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KOEI 

P102 

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NHLPowcrPlay 

158,159 

86 

Legend/RandomSoft 

Mission Critical 

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Virgil) Interactive EntcPaiiinicnt 

Z 

23 

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Lucas'Vts Entertainment Company 

Afterlife 

139-141 

275 

\6rlual I/O 

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82 

Macmillan Publishing USA 

CCAV's Graphic Aclv. Guide 

108 

286 

Warner Books , 

Qiii 

160 

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Mad Mouse Software Services. Inc. 

'llie Came Doctor 

134 

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Yamaha Corporation of America 

Wavcforce Soundcards 

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Mai! Order Products 

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ZDNirr 

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iVlcgatcch Software 

Power Dolls 

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STRATE6Y/WARGAMES 


REVIEW • CONQUEST OF THE NEW WORLD 


by being n good c<!rf<igr;i])her. 

And speaking ol (lie map. il .slails onl 
black and becomes a slunniiigclLsplavof 
lopography.'nic graphics for ibis game 
are Ireaiitifiil. and vou can zoom in to 
V lew the details of the landscape or 
colonics. CN’W is certainly one of the 
bc.st-looki!igstrateg\- games I’s'c ever seen, 
and wins a hands-down v icloiy in the 
C-oole.st’lerrain categorv. 


GUNS AND BUHER 

or course, onee yon're done looking 
around, its lime to get down to work. No 
mailer how yon go about w inning the 
game — and belic\'c me. there are a mil- 
lion w ass to do it — \oii ha\ e to build and 
dev elop colonies. As vou hunt through ail 
that loveK terrain, w hat vou're realiv look- 


level as quiekiv as po.ssihle. and gives 
hoiurses to milifaiv units when he builds a 
I'iirl anil War College. 'Ihc ’lav cm is 
w here you go to reeniit new Ivxplorers, so 
the belter the pub. the better the e.\plor- 
er.s..\nollieres.senfial is the Caannieree 
huilding beeau.se il allows vour colonv to 
make their own linished goods out of the 
raw materials ihev’ve harvested, a veiv 
vital eapahitily, if von ever w ant to declare 
indepeiidenee from the Motherland. 

Building a network of seltleincnis is 
fairly sim|)le. Wlial’s aeliiaiiy more cliffi- 
cnlt is defending lho.se colonies onee 
yon've built them. 'Hie com]Juler isnith- 
le.ss and always eager to lake out v our 
colonies. ( )nce you suffer vour first brutal 
allaek, vou'll lind vou can lo.se an awful lot 
in a single raid. 



► pawns on a chessboard if there is one complaint, it's the limited battlefield, 
which is little more than a 3x4 grid. There isn’t much room to maneuver here, 

ing for i.s a nice flat plain at the fool of a 
monnlaiii. preferabKwillia river ninning 
clown to the sea and some good thick 
woods elo.se by, I'br a prosperous colony, 

)oiril need timber, metals, gold, crops, 
and plenlv' of level land for buildings. 

'Ihcrc arc a dozen different tvpcs of 
structures to be built in any given eoloiiv. 

I'lven the simplest, lowest-level eolonv 
needs to have a Colonv Center, fauns, 
timber mills, housing, metal mines, a gold 
mine, a cloek/lrading post, and a ebnreb. 

A vv ise governor will make sure that he 
builds the Colonv Center to its maximum 


'lb me. the combat svstem 
in Cc).\QUi;.S’i is lhcweake.sl 
part of the game.. Ml land 
attacks are rc.solveci on a 3x4, 
two-dimensional battlefield. 

’I 'here are only three t\]5e.sof 
milifarv units— infanlrv, caval- 
rv; aiidai lillen — and they can 
only move and allaek Iiorizon- 
tallv’ or verlicallv', never diago- 
nally. faclors that affect com- 
bat are: (he militarv leaders vou 
recrnil and train, the number 
of units Ibev eaiK'on inland; 
the uiimbcT of attacks tiicv get 
per round; the charisma ibev 
use on their own men; and the 
fear (hey instill in their ene- 
mies. 'Iliere arc also additional 
factors in the combat cqua- 
lion: the tactics you can Icani 
at W'ar Colleges; (he lev el of the Forts the 
Itoop.scome from; and how experienced 
vonnmils are. 'Iliere are even bonu.ses for 
nanking. ehargiiig, and eomhiiiecl-arms 
w hen vonnnen fire on the enemy (i.e. 
when iiifaiiliy, eavaliy and artilleiy units 
all attack one sc|uare in tandem). 

IHtimalely, though, iheexlremelv’ limit- 
ed nainre of the battlefield is a .severe di.s- 
advanlage loliiiinan pla\ers..\l! these 
atleuipls to enrich lhecoml).il .svstem are 
reduced to mere niiinher-ernnehingbv 
the (ic-tac-loe arena ofballle. I mean, 
bow exciting can battle be when vou onlv 


have a s.\4 grid to maneuver in? 'I he 
graphics and .sound are aw fnllv cool, of 
course, .so it isn't complelelvnnheanihle; 
hut if you have a lot of fighting to do 
against the computer (e.speei;illv ifvou’ic 
the I ligh Native player), you should defi- 
nilely attack and defeiicl vvilhoveivvhelm- 
inglyma.ssivclorces, 

THE SUM OF THE PARTS 

De.spilc the weakiie.sses in ihecoinlial 
.system, C( )NOl HiST luis a great deal to 
recommend il, Il siipiiorts up to six plaveis 
and encourages social gaming w ilh excel- 
lent hooks tor networking, modem [)lav 
and .serial port eoiineelions. It’s a great 
game to plav against other |)eople, and 
the more the merrier! Not onlv does il 
handle the tnrn-ba.sed plav exlremelv well, 
bill the game aeliially awards points ba-seci 
on how quickly the [ilayers complete (heir 
turns; if.soine slow poke in the network is 
dragging down the game. iheyH he 
docked points, whereas people who move 
quickly are aw arded a few extra vietorv 
points for ending (lieir linns eariv. 

Flayers have eoiiliol over Iheii vieloiy 
conditions and e;iii chose to he one of five 
Fiiripean powers or a I ligh Native civi- 
lization, Civeii the nelvvoi king, the ini.x- 
and-maleh vieloiy conditions, and the 
random map generation, the l eplav v alue 
on this title is veiy high. I’ve logged over 
60 lioiirs on the game. 20 of those on net- 
work play, and liaveiTl gotten tired of il 
vel. C-NW'gels lilgli marks lorslvle.versa- 
filily, and leelinieal pcrforiiianee — not a 
single lock-iip or cr.i.sli in all llie hours I 
played it. I reeonimeiul il to all I'biirX 
fans, and anyone w ifli world enough and 
time to appreciate a w ell-made game. % 


APPEAL Strategy fans looking for a 
deep and enjoyable Age of Exploration 
game will be in seventh heaven here. 
PROS Gorgeous graphics, supports six 
players on network or modem, extreme- 
ly cool exploration 
system, beautiful 
graphics, high 
replay value. 

CONS Combat sys- 
tem seems over-sim- 
plified. 






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STRATEGY/WARGAMES 


REVIEW • RISE AND RULE OF ANCIENT EMPIRES 






Price: $54.95 
System Requirements: 
IBM compatible 486-33 
or better, 8 MB RAM, 
SVGA graphics, 2x CD- 
ROM drive, 20 MB hard 
drive space, Windows 
3.1 or Win 95; sup- 
ports most major 
sound cards. 
# of Players: 1-6 
Protection: None (CD 
must be in drive) 
Designer: Gregor 
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Publisher: Sierra On- 
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Bellevue, WA 
(800) 757-7707 
Reader Service if: 333 


Repeating History 

Building Empires isn’t As Fun In This World 




by Martin E. Cirulis 


I rciili/c that \vith.so 
nian\’ new .soft- 
ware titles l)ciiig 
procliieed esers’ 
montli, by an ever 
iiiereasing number 
ofgatning conipa- 
nie,s, lliereaie 
linuitcl lobe a few 
lille,sihal — liow 
shall wc say— overlaj). in 
terms ot'llicir.snbject mat- 
ter and execution. Wliilc 
this isn’t too rare in a genre 
like sims, it is .somewhat 
more unusual when s oil 
enter the realm of strategv 
games, where concept is " 
almost c\er\thing, I am al\\a\s ,surpri.sed 
when a game like ’1 HIS Mfiws \V-\ld is 
released during the height of COMMWn 
cV CoNQUf:K’s popularih', [Did somebods- 
actualK’ think that |)eople were so hiingrx' 
lor point-ii-cliek, real-time wargames that 
the\’‘d .shell oul for another game that did 
the .same thing as the last one, except 
w ilhout the fun part? Well, now, riding the 
skirts of ChV'll 2 comes Sierra’s 

enlr\’into the ancient empire-building 
calegoiy: Kist: AND Rhi.i: oI' Ancihnt 
llAl)’IKi';.s,/\nd, while it is not a terrible 
game by any standard, it still fails to re- 
invent the genre, and the word "redun- 
dant" keeps coming to mind. 

DIFFERENT FOR DIFFERENCE SAKE 

I don’t cn\y the designers of R&R at all. 
Morn the start, they had to know it was 
going to be a tougli road, because de.sigir- 
ing an empire builder of fliis kind, e\ en if 
they didn’t plan on going past the birth of 
Rome, never mind .Alpha Centauri, 
would invite endless comparisons to 
Ch\ ii.i/.vi i()N, In try ing to find a road to 
success all their own, SieiTa has charted a 
gameplav course somewhere between 


FAMILIAR TERRITORY Sierra’s answer to Civilization is a watered-down version of 
the great original, with multiplayer options and a more limited timeframe. 


computer Cl\’and the old .Avalon Mill 
classic Af)\:\\ctiD Cl\1l.i/.vnc)N. In a. situ- 
ation like this, where circumstances drive 
you to be different to avoid being accused 
of cloning, a lot of design calls 
get made that mav not be the 
best thing. 

ReA-R has settled on (he 
beginnings of the classic hi.s- 
torical empires (C)reeee, 

Mgvpt, \'ie,snpotamia and 
Chiira, plus the highly Iheo- 
rctical irrelusion of the C^clts), 
centered on a map that 
inckrdes all of Murope, North 
Africa, and the Middle Ma-st, 

\Miile the computer is more 
lharr capable of generating a 
non-Marth chunk of terraiir, it 
does give you an idea of scale 
w hen the computer ])lirr)k.svou and three 
other empires down in roughlyo|)])o.site 
comers. 

Now the opening move vv ill seem pret- 
tv' farrtiliar to most of us, bceau.se vou start 
the game with — guc.ss what? A lone 
.Settler unit! Des folks, it’s time to tinhileh 
those beasts of burden anil plunk down 


the first city of 
vour grand, ahem, 
eivilizatiirn! Now, 
on the .surface it 
looks like much 
the same game. 
Build a eilv; build 
some military 
units to explore, 
do sonte research, 
build some infra- 
stnicturc. We’ve 
.seen this one 
befttre, but to be 
fair, the difference 
is in the details, 
and at an opera- 
tional level, RA-R 

is a tnireh different game than CiN'.’Ihe 
basic |)lan seems bent towards the 
abstraction of the more timc<onsuming 
details of Ci\’ in order to create a fastcr- 


BAYSIDE PROPERTY City management in Rise and Rule 
is very simple, with a visual representation of your city 
and sliders to convey all pertinent information. 

moving game lhal allows voir to corieen- 
Iraleort gnitid empires instead ofworrving 
aboirl budgeting issites, Itr fact, there’s no 
ntoney at all in RcAll 
'linrr entire empire Ls run on a citv-by- 
city basis, with lire management sa . stern 
based on four .slider bars that represent the 
pereentages of the population vv ho are 




More than 20 tutoriol modules, froin 
beginner to odvonced, help you 
improve your gome. 


Pick your 3D chess set. 
The Chessmaster^ has ten ne^ 
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Battle real-life experts or, 
if you choose, edit their playing 
style just for fun. 


V 27,000 game dalabose lets you relive, 
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matches like Fischer vs. Spassky. 




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D S C A P E 




STRATEGY/WARGAMES 


REVIEW • RISE AHD RULE OF ANCIENT EMPIRES 


involved in lian’csting food, researching 
new know'ledge, building new units or 
structures, and gathering resources for 
empire building. In a way, this is very rern- 
iniscent of Sl’ACFAV'\RD Mo! You maintain 
)'our empire b)' balancing these bars to 
yield optimal growth and construction 
potential, while still allowing your city to 
gain knowledge that will lead to new 
structures and units, dhosc of you waiting 
for a whole new w'orld of discovery' and 
invention branches are going to be disap- 
pointed, though. Like the economy, the 
w'holc area of science and discovery' is 
dealt with in an abstract way, with slider 
bars. You just click on the academy build- 
ing on the city display, and adjust what 


► HELLO, NEIGHBOR One thing going for Rise and Rule is mul- 
I tiplayer options. The game is also abstract enough to be 
I played quickly with friends. 



► WHERE'S THE TECH? One area where R&R falls flat is science 
which is too abstract and doesn’t yield enough advances aside 
I facelifts. 


percentage of your research is going into 
the five disciplines of Sage, Engineering, 
Medical, Martial and General 
Kirowledge. 1 he only real reward for 
piLshing your knowledge to the limit is an 
ability to create a single racial Wonder of 
the World to proclaim your genius. Once 
again, efficient— but more than a little 
cli>-. 

Combat is relatively stiaightforward. 
There are only a handful of units to 
choose from: infantry' of three weight 
classes, archers, light and heavy cavalry', 
and catapults- The only difference from 
the old days of tile-vcrsus-tilc ClV fighting 
is that you can stack units together and 
thus create armies. Opposing annies can 


cidier figlit to edermination or ravage 
each other without any clear winner, 
destroying many of the com]aonent units 
on one or both sides. A nice toucli here is 
that annies are expected to forage for food 
when they are not in town consuming 
your stockpiles, and annies from cities 
built in a certain terrain type will forage 
better in those areas. 

All in all, R&R does seems to be dedi- 
cated to a concept of quicker, more 
ab-stract empire building— in fact, the box 
claims you can play an entire game in one 
sitting. 

Unfortunately, the 
designers, apparently 
caught up in the 
urge to be different 
for the sake of being 
different, have 
clouded this simplic- 
ity with details 
which, while they 
arc generally inter- 
esting, tend to clash 
with and destroy 
much of the flow of 
the game. Tlic 
designers abstracted 
new discoveries into 
slider bars and better 
buildings, but went 
ahead and forced 

players to create a finely tuned ncKvork of 
Philoso|)hcrs to carry knowledge back 
and forth from city to city, iastead of hav- 
ing one general pool of knowledge. For 
that nratter, why make infrastiaicturc- 
building more complex by making 
philosophers and military' units build 
roads instead of settlers? 

In try'ing to simplify the game, but then 
going back on their intentions and adding 
siperfluous detail, the designers have 
managed to create a |)roduct with none of 
the fascinating details of Civil .ization, 
but which retains almost half of the tedi- 
um. Tire simplifying of gameplay isn’t 
enough to justify the draining of character 


from this title. 



CIV-LITE 

RiSF AND 
Rule tries to be 
a quick and 
enjoyable game 
of cmpirc-build- 
ing and conquest, and succeeds on half of 
that score. It’s fairly ideal for tliose who arc 
more interested in crafting an empire 
without hav'ing to worry' about w'hat fields 
to [)lowand how much the upkec|3 on a 
new aqueduct is. ' 1 he multi-play'cr mode 
is quite effective and the entire game is 
very' stable, making it perfect for net-play. 
Unfortunately, there is no spawning-tech- 
nology' here (like with WarcilaeiTI) to 
entice players to jDarticipate in a group 
game first before buying their ow'n co]3y' 
to play at home. This onc-CD-|)er-player 
philosophy may hav'c been an error, in a 
game witliout a lot of excitement to lec- 
ominend it to social gamers. 

Once you leave your gleaming cities in 
I^SF. AND Rule, the game starts to break 
down and becomes both loo simple and 
too tedious to hold the attention of the 
average gamer. There are [plenty of nice 
touches, but early on somebody should 
have made the decision whether this 
game w'as meant to challenge CiV' at its 
ovv'n level of detail, or go the quick-and- 
dirty route, like a historical Sfacew'ARID 
Ho! Sadly, in try'ing to do both, lllSI:; /Vs’D 
Rule achieves neither, and becomes yet 
another strategy near-mi.ss from Sierra. In 
a universe with ClvNi:!' or CiviLi/ATlON 
II, what is the point? % 


APPEAL Those who would like to try 
a quicker, more abstract alternative to 

ClVIUZAJION. 


PROS A simpler, bug-free version of 
CivNet with great animations and 
sounds along with a few interesting 
twists on the theme. , 


COHS Rise & Rule 
abstracts all the fun 
parts of empire-build- 
ing and adds too | 
many superfluous I 
and tedious details. I 





JULY 1996 








Jenner as your coach! 


PC CD-ROM 


You feel the sweat dripping off your brow, hear the roar 
of the crowd, taste the sweetness of victory. Your pulse 
races as you await the shot from the starter's pistol. 
Today is the ^lay. This is the moment you've been 
training for your entire decathlon career. 


Take 


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y, "■ 

Includes all ten decathlon events, from th^,00 meter j 
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e Practice in single events, one by one, or start and 
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m Assume the role of one of eight competing athletes from 
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Ki Bruce Jenner, the World Champion Decathlete, appears 
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Frank demanded motion-captured fielding and computer-rendered perfection 
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PlayStstion 


All rights reserved Screwishcrts! 


I laken frorn Ihe PIsySiallon \ 


i|he videogame. 


CALL 1^771-3772 FOR ItfFOBIAATIOII 0(1 GAME RATING, Big Hurl is a regisien 
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oLil the adieil*. UL tuL iU. ^ < 
ttatilK- hiuiilv eels! 



STRATEGY/WARGAMES 


REVIEW • VIKINGS 


pgpi 

I ilisO, 



Price: S39.99 
System Requirements; 

PC: IBM compatible 
486-33 or better, 8 MB 
RAM, SVGA graphics, 
2x CD-ROM drive, 15 
MB hard drive space, 
Windows 3.1 or 95. 
mouse; supports 
Sound Blaster compati- 
ble sound cards; 
Macintosh: Mac OS 7.1 
or better, 68040 or 
PowerMac, 8 MB RAM, 
12 MB hard drive 
space. 
§ of Players: 1 
Protection: None (CD 
must be in drive) 
Designer: Random 
Games 
Publisher: GT 
Interactive 
New York, NY 
(800) 610-GTIS 
Reader Service if: 334 


Norse Play 

Vikings Revisits RPGs Of Yore, With Disastrous Resutts 


by Tim Carter 

luivc ;il\vay,s l)ccii .siispidoiis of 
g<iinc.s\vifli nonsensical lille.s, 
VlKIN'CS: 'i’l IK STIWI'KGV OI' 
lh;i immk; CoNQUi'S'iconfirnicd 
in\’ lon^-hekl .suspicion that game 
names twi vcflcct the quality of 
the final product. Despite having 
ihe words “strategj’,” ‘■iiltimate,” 
and "conquest," and one of histo- 
ry’s mo.st .sueee.ssful luilitarv cul- 
tures. llic title it.sclfdocsn’t c|uite make 
sense. Sadly, the .same can he .Sihd for the 
game, as \s’ell. 

'lb l)cgin with, Vikings, from C I ' 
Interactive, has the worst documentation 
l'\ c e\ cr seen, 'i he 20 page booklet in the 
CO case provides onlv the barest descri])- 
tion of game mechanics and interface. 

'I here is no real explanation of the combat 
svstem, the wav trading w orks, or even 
how to outfit expeditions. Kven the 
read.mc file is inadequate, containing 
only two paragraplrs, both about installa- 
tion, a no-hraincr amxvay; since this is a 
W indows and Mae game. 

I'brtun.itelv, much of the game can be 
worked out through trial and error, but this 
doesn’t com])ensate for the complete lack 
of guidance. It’s all well and good to talk 
about w orld conc|iie.sl in ihe introduction, 
but ]5la\ers are nev er giv en a coherent 
explanation of w hat they mirst do to win. 
As it Ls, one is left to wander the woiid pil- 
laging and plundering w ith little .sease of 
direction. 

A SUNKEN SHIP 

So what about the game it,self?'lb be 
fair, 1 like the concept. Ihiising an armv 
and .sailing off to plunder a largely unex- 
plored world could l)e a lot of fun. The 
designers hav e tried to add dej}th bv’ cieat- 
ing a system which leans quite a hit on 
role-playing and adventure features— 
siicli as progio.ssive skills for kc)' leaders 
and sideline quests for powerful objects. 
Games like X-CoM have shown how suc- 




cc-ssful this formula can he, and I liave 
nothing against mixing genres if the out- 
come is an enjovable and challenging 
product. 

'let, for all of its conceptual potential. 
Vikings fails to deliver. Manv of llie con- 
cepts bom)wed from role-plaving games 
do not add to ihe gaming experience, and 
.some are downright annoving. 'Ihe game 
often .seems to have abducted the worst 
aspects of RPGs from four or fiv e years 
ago and forced them into the confines of 
asiralegv' game. 

All of the cities look more or le,ss 
alike (there are four or five basic 
cityscapes), and each offers virtual- 
ly the sameoptioirs.'lhis miglit 
have been okay if tlie options 
theiusclves vv cren’t so mindles.slv’ 
tedious. I 'or instance, tlie tavern 
stocked with a (lirtatious harmaid, 
a bartender that gives tlie news, 
and a besotted stoiyteller who can 
provide lips about various magical 
w eapons is .so irritatingly cliche I 
found myselfdreading every new 
visit. Moreover, Ihe dialogue itself 


is pretty load. ’’Hie bannaid talks in adoles- 
cent innuendo, while thestoriesarc— to 
use a technical writer’s term — pure dreek. 
'lb make matters worse, the fast-forwaKi 
button that sits just below the story text 
doesn’t even work. 

'lb a degree, Ihe problems vv ith the 
towns arc .symptomatic of Ihe way the 
entire game has been designed. Not 
unlike many bad RPG’s, Vikings contains 
a lot of make-work chores intended to 
keep the gamer busy, 'tbu end up pillaging 



[ FAMILIAR FACES Remember the barmaid from 
Pirates? Well, Vikings has the same juvenile dia- 
logue, canned character interaction and some bor- 
ing role-playing elements. 




for (lie sake of pillaging as much as to fur- 
ther a larger set of goals. 

THEY SURE DON'T FIGHT 
LIKE VIKINGS 

'ITiis would not be a problem if tiie act 
of pillaging was a little more exciting. 
UnforliinatcK; the battles are too simple 
to lend themselves to tactical planning or 
challenge. Essentially, w inning is a ques- 


tion of building a sufficiently 
well-ec|uippcd and well-led 
avmvand then pointing it in 
the light direction. 'lliere 
arc only three Kpes of eon i- 
batants, and your army may 
only comprise fivegroujis of 
99 .soldiers each. 
l'’urlhemiore, each group 
may only contain one hpe 
of soldier. 

'llie hand-to-hand com- 
bat is even worse. An inadc- 
(luate and ob.solete arcade 
sec|uence is not explained \er\' well in the 
manual, and I was never able to swing my 
characters weapon effectively, 'llie 
instructions gi\en for doing so are incor- 
rect. So. I just av oided hand-to-hand 
combat whenever ! could. 

Vikings' bad gameplav is unfortunate 
when vou consider the inherent potential 
of this game. A militarv and economic 
simulator that offered vou the choice 


VIKIHCS • REVIEW 


between pliiuclering for pirifit or cx])and- 
iiigv'our empire might have been both 
fun and challenging. Sadly, ViKiNGS turns 
out to be neither. Itplavslikea I9S7 role- 
playing game w ith a larger party and over- 
simplified strateg)' elements. 

I Imloubtcdly, this game would have 
looked good 10 years ago. But, today, this 
tviie of boring gameplav' just looks old, 
canned and cliche. S 


Ul 



>• 

l-U 


APPEAL Gamers looking for some 
simple pillaging, or those waxing for a 
less fun, Scandinavian alternative to 
the old, seafaring classic Pirates. 


PROS Didn’t crash. 


CONS Doesn't work 
role-playing elements 
gy elements are hor- 
rendously simple. 
Dialogue and game- 
play too simple and 
juvenile. Combat is 
over-simplified, and 
documentation is 
woefully inadequata 


as a package; 
are horing; strate- 



y R&G GAMES H 


PO BOX 5008 Glendale His, IL 60139 


We Buy & Sell New & Used IBM Games 4 Hintbooks 

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Call‘2ffl-HU0- 

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frcMi UPS Shlpplni: ullh purrbuse ol S75 or mo 


Visa, MC, Discover, Cashier Check, Money Order accepted 

Shipping UPS S5, Overnight S9 COD available S10 




OWk & manuals NO COPIES in 


conOlion, working, cotTpleta i vir\js (re 

An^ unacceptable games will b 


olyouroxporTsolS^ 

spofbor P 

cos Subject to change & Availablitv. 


THE MARKETPLACE 


"KING" 

ENTERTAINMENT 

To AH CD Dealers: 


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Please call 818-338-5189 for Dealer’s price. 

Dealers ONLY, No END USERS 



Circle Reader Service H71 


SSI’S IBM CD-ROM 20 WARGAME CLASSICS 
This unbelievable CD-ROM bundle is ONLY S33 and includes 22 games plus over 50 addilional scenarios Panzer 
General, TANKS', Battles of Napolcoa War in Russia. Clash of Steel, Pacific War, W'arlords, Panzer Dallies, elc. 


»*■ ASK FOR OUR FREE STEEL PANTHER PREMIER NJCWSI.m ivR ISSUE (7 SCENARIOS)!! ••• 
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$25 Disk 9: Marshalls/Marianas $25 Disk II: N. African Campaign $35 Disk 20: Barbaross-a Campaign 


$39 Steel Panthers $39 WCS3; Rifles $42 Allied General $45 Silent Hunter $42 Pimlhers-Shadows 

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We also carry Scenario Disks for Empire IT, WCS3: Age of Rifles, Battles ofNapoleon, WCS2: TANKS! 

SI 5 Pacific War Editor V. xl.22 $10 Mo' Slo (Slows down fast compulers) $15 TANKS! Ullra Modem Database 


Add S4.S0 ($6 Airborne) Shipping. CA add 7.25% tax. NOVAS'l'AR GAME CO. 

Hours: 8:00 am to 5:30 pm PST Monday-Saturday PO Box 10, Rocklin CA 95677 

■Visa, M/C, Am. Exp, Checks, Money Orders (916) 624-7113 • Fax (916) 630-1009 • novastar/nivfr.nel 


Circle Reader Service #219 


Circle Reader Service #1 77 




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AC 


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Myst 

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Worcraft 2 
Psychic Detective 
NBA Live 96 
Destruction Derby 
Buried In Time 
System Shock 
Rise of Triads 
Phantosmagoria 
Need For Speed 
Mortal Kombot 2 
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Falcon 3.0 
Even More Incredible Machine S18. 

S.W.A.T. Police Quest $41 

Shivers $36. 

Relentless $31. 



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21 AND OVER 

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miDniQHT GflmBs 

INTRODUCES 



A LEOEnDS 11 MODULE 


Midnigiic Games has been in business continucxisly tor K) years We are proud to 
continue with the trend of expanding the capabilities ol the Legends II new engine, 
with our newest module The Swords of Pciam The module book is the most 
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Features include 
56 starting races 
SOOO NPC locations and forces 
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Rules and Module arc $45 

Pnees 

e-mail turns- 14 cents per order, minimum turn charge $500 
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Payment can be made by Visa, Mastercard, or American [express 

Midnight Games Phone# 54l-772-7ff72 

PO Box 2K) Fax# 541-772-0636 

Medford OR 97501-0019 BBS# 541-857-8537 

Net info®mgam«com Web site http://www.gamescom 


4000 NPC characters 
12 factions 
11 starting religions 
Pnest-Mage characters 
Multiple faction membership 
Automated adventures 
Wall plaques for winners 


Circle Reader Service #245 


Circle Reader Service 11244 


USED IBM GAMES 

COMPLETES, VIRUS FREE: 
WITH THE ORIGINAL BOX. 
DOCUMENTATION AND 
DISKS 






wtmussDGAm 

All games are tesled & IBM disks virus checked 

gginK cte In originol boi olth nriglml ilixuirNititiw 

CallforcurrenMitleavailibility 

1 - 800 - 377-8578 

FOR ORDERS ONLY- ^ 

-9 Mon-Saf, 12-5 Sun 

loney Orders/Casims f/ii 



'Cnlllgtiiih 



leday.SS UPS/S9 2nd Day Air 


mmasiumim&im 

To Sell Us orMake l^ulries Coll: 

1 - 800 - 514-2637 

l2‘6jMon-FriCST 
In Canqrio, (all 695*339*3060 
call for d^MlnliOribato or 
ftX ibl fe f ^Bgjq u iilttlp ^^331-8766 

limhde youTietinitidicis i UXno.l 
GAMER'S GOLD • ID08 W. dlsi Strsel • Sioux Foils • Soulh DqIioIq • S7I0S 


hint books 

AVWIABIT 
ST and UP 




Got Something To Sell? 

Follow these Easy Steps 

ire □ list of the games you ore sailing, Coll, fox, or 
ir list to OAMOt'S OMD. 


1. Prepare □ list of the games you ore 
mail your list to GAMCII'S OOID. 

2. GAMER'S GOtP will quote the current buying 
prices & i5sue_cin authorization number for your shipment. 
Games will not be occepfed without on autborizotion no. 
Price quotes ofo good for 14 days. 

3. Pock gomes in box. Write authorizatf^ no. clearly on 
outside of box. Moil to .GAMER'S COED. Save your 
authorizotion no. We can't answer questions about your 
shipment without your numberl 

4. If you would liha to useyour money or credit topurchase 
gomes, include a "wish list'- of tides you are interested in. 

5. Vour chock will usuoHy be mailed within 10-14 working 
days of receiving your games. Some 'wish list" gome 
credits may take dighdy lorrger to fill. 

Games will be checked for viruses & completeness. 
Games must be comfdefe with dl disks, printed moteriols, 
& in original box. Incomplete gomes will be returned at 
your expense. We do not accept 5.25" disk games. 





PRINCE OF PERSIA! 
PRIVATEER 

PRIVATEER SPEECttPW 
PROTDSTAR 
QOESTFOR GLORYS 
QUEST FOR GORYG-Vt 


REALMS OF ARKANIA. BIAOE 
RETURN OF THE PHANTOM 
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REUNION 
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ROAD TO THE FINAL FOUR 
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SEARCH FOR THE KING 
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STAR TREK 25TH ANNIVERS 
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TERMINATOR!: CHESS 
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Prices & availability 
subject to change. Call 
Toll Free for current 
titles and those not 
listed-we've got lots 
more! All Used Games 
are complete & virus 
free with original box, 
documentation <5 disks. 
System compatibility is 
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are final-defective 
games replaced with 
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Free shipping (Regular 
Ground) in the 
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orders over $150. 


Circle Reader Service 1193 



Grid witii words going across 


You have the POUUER. In this contest you don't rely on the luck-of-the Media Rig Contest The Ultimate Gaming Environment, 40 inch monitor, 
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Circle Reader Service ^173 






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htlpif/wn.uniledcdroni.coiii 


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teaching modes, easy- 
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‘TOKYO 
NYMPHS’ 

Totally hot 
Asian women 
in an action 
packed sex 
test. All 
around you 
these sex 
starved women fight for tease and 
please their shared boyfriend. 
They give new meaning to the 
word “insatiable'’. CD S16 

‘CYBER PHO- 
TOGRAPHER’ 

After entering the 
MacDaddy cyber- 
studio choose 
from 3 different 
models. Choose 
lighting, camera 
lens, music and 
start on your photographic adventure snapping 
a roll of 36 exposure fim. When you finish choos- 
ing your favorite pictures print out a calendar, 
birthday card or Christmas cardi CD S49 

'VIRTUAL 
SEX SHOOT’ 
Imagine being 
transported to 
a mysterious 
island and 
having nearly 
infinite possi- 
bilities as you 
create your own visual fantasy by 
controlling cameras that are capturing 
every intense moment of highly 
charged erotic sex. CD $44 






'ROMSOFT 6 PACK' Double Down, Doors of 
Fteion 2, Sensuous Girls in 3D, Massive Melons, 
Touch Me, Feel Me and Private Screenings are 
what you’ll get in this sexy 6 pac^ 6 CD'S $39 

‘SEXY SIX PAK‘ 

This incredible 
money saver (a 
$150 value) 

delivers to you 
six of the hottest 
adult CD ROM 
titles released by 
Digital Play- 

ground. Enjoy these liUes; The Bartow Affairs, 
Baby's Got Butt, Inlemo, Dripping with 
Desire. Erotic Virtual Sampler and Elite 
European Models. 6 CD’S $44 



search for the secret passageway that leads 
to Uie vampire's private chamber. Your 
actions determine the outcome, but beware 
of ttiings that go bump in the night! CD $39 


INTERACTIVE 

Buster Cherry $45 
Casting Couch $44 
Chameleons $39 
Club Cyberlesque $29 
Come Play w/ Me $36 
Crystal Fantasy $29 
Cyber PholgrapherS39 
CyberPeep Int $19 
CyberSlrip Poker $36 
CyberXperience $44 
Cyberpeep2 Nurse $24 
Designer Bodies $36 
Desktop Mistress $49 
Desktop Voyeur 1 $49 
Dirty Debutantes 2 $39 
Diva X $38 

Dream Machine 2 $49 
Electric Swing $29 
Encyclopdia ol Sex$49 
Eros 2 $32 

Fantasy After Dark $35 
Fun House $39 
Girllriend Teri $39 
Girlfriend Tracy $39 
Golden Wrds Sex $24 
Heidi's House $33 
Hollywood Bod Dbl$44 
Hot Slots $37 

Hump Towers $39 
Interact Symre Bt 2849 
Interact Seymre Bt $39 
Interact SexThrpy $46 
Internall Strip Pokr $22 
Intimate Journey $24 
Intimate Possbits $39 
Island Girt Resort $39 
Japan Interactive $44 
Ladies Club Poker $26 
Latex $44 

Love Pyramid $29 
Luscious Ldy Lngri $24 
Lust Connection $39 
Maddams Family $29 
Make Yr Own Orgy$32 
Midnight Stranger $45 
Mind Teazzer $29 
Mind Teazzer 2 $32 

Mustang Interact $42 
Mystik Mistress $36 
Net Erolique $29 
Neurodancer $39 
Nice & Hard 
Nick Steele P.l. 

Night Owl 20 
Nightwalch Int 2 
Nighlwatch Int 3 $49 

Oriental Ecst Exp. $44 
Penetration $19 
Penthouse lA 2 $44 

Penthouse lA 3 $59 

Penthouse lA 4 $59 

Penthouse lA 5 $69 

Penthouse lA 6 $52 

Penthouse Interact $59 
Pleasure Zones $33 


$32 


$29 

$39 


INTERACTIVE 

Sex Castle $29 
Sexy Sports Trivia $19 
Sorority House $34 
Space Sirens 1 8i2 $29 
Spread-Em $34 
Spy Club $39 

Strip Black Jack $44 
Strip Poker Pro 2 $36 
Strip Tease $24 

TeresaMayTchPlay $44 
Texas Table Dance$24 
The Passion $39 
Time Warp $52 
Vampire's Kiss $36 
Virtual Director $39 
Virtual Golden Eye $44 
Virtual Sex 1&2 $39 

Virtual Sex Shoot $44 
Virtual Valerie 2 $36 
Virtual Vibrations $8 
Virtual Vixens $24 
Virtually Yours 2 $39 

Virtually Yours $38 
Wander Lust $44 
Whafs Your Name $34 
Wheel ol Fantasy $26 
Winner Takes All $39 
You're the Director $39 

MOTION 

101 Orient Delts 2 $19 
101 Sex Positns 2 $24 
Adult Movie Atmnc $49 
Adventure Kid $22 
AdventSnatchman $39 
Affairs of Heart $24 
All Night Long $19 
Amateur Models 4 $28 
American Blond $24 
AmorusAsia Giri2 $22 
Anthony’s Desire $19 
Ashlyn Gere RIts 2 $24 
Asia X $27 

Babe Patrol $19 
Bad Girls 2 $24 

Bangkok Nights $24 
Bedman & Thrbbin $16 
Beyond Explicit $28 
Black Book $34 
Blond Justice 325 
BodyCelo Six Pack$49 
Bra Busting Babes $25 
Bustin’ Through $24 
California CalendarS29 
California Girls $9 
Centerfold CvrGlrlsS24 
College Girls 2 $24 

Condo Curies $19 
Crazy w/the Heal 3S24 
Day Dreams $25 
Deep Thrt Gris 4Pk$49 
Demon School $22 
Dirty Oeblnt 6 Pk $44 
Doors ol Passion 2S26 
Endlessly 


$24 

$26 


MOTION 

Fantasies 2 $26 

Fantsy Lilestyle 2 $19 
Fatal Temptation $19 
Girls Doin’ Girts 2 $26 
Glamor Girls 2 $24 

Hidden Obsession $25 
Home Front $30 
Hot Dog Gri FlordaS19 
HotWired $26 

Indiscretion $29 

Insatiable $24 

Justine $39 

Kinky Debutante 2 $32 
La Blue Girl 3 $22 

Legend 4 $16 

Legends of Porn 2 $19 
Lethal Passions $26 
Lelhal Pasions $26 
Little Irresislablo 
Love Bites 
Model Wife $24 
Models. Etc. $19 
Mystique Orient 2 $24 
Naked Reunion $24 
Natural Instinct $18 
Naughty But Nice $24 
New Lovers $24 
New Machine 6 Pk$42 
Nova Collection 5 $19 
Oriental Action $26 
Passion Files $16 
Platinum Six Pack $42 
Private Collection $48 
Romsott Six Pk 2 $39 
Savannah SuperstrS24 
Secret Garden 2 $19 

Seductions $24 

Sex Foot Slut Pack$59 
Sex Games $24 
Sexual Instinct $26 
Sexy Nurses 2 $25 

Seymore Six PackS39 
Sin 95 $44 

Sinfully Yours $19 
Tokyo Nymphs $16 
Ufotsukidoji Pit Col$48 
Virgins Vol 3 $39 

Voices in My Bed $24 

STILLS 

Asian Pearls 2 $28 

Celebrity Nudes $25 
Domin-A-Trix $19 
Elite Amer Modls2 $19 
Elite Ctrtld Modls2 $24 
Erotic Playground$2e 
Heavenly Bodies 6 $39 
Japanese Pearls $28 
Secret Treas Japn $17 

3D0 ADULT 

Blond Justice 
Love Bites 
Neurodancer 
Sex 



$29 


‘DREAM 
MACHINE 2’ A 
conspiracy has 
subverted tech- 
nology, enforc- 
ing absolute 
restrictions on 
all sexual 
expression. You 
are mankind’s 
only hope for 
sexual libera- 
tion. CD S49 

‘CRYSTAL 
FANTASY’ 
Venture through 
the cave of lust 
and find the 
secret crystal. 
Interact with the 
sexiest young 
jewels of the 
MacDaddy harem. Take snapshots of the 
girls and play with them in your own pri- 
vate portfolio. Six highly interactive, three 
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eVAUTrEs" 

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beauties bare 
their hard bodies 
in more than 500 hot. wet, interactive nude 
photos. Hear the girls reveal their most inti- 
mate secrets in over an hour and a half of 
lusty interactive phone conversations. CD $22 

•ALL NIGHT 
LONG' Over a 
thousand ail orig- 
inal never before 

A I n published 

T ■ ^ . images. All full 

screen, ail full 
color, all different 
images. Beautiful 
women and couples engaging in explicit sex 
captured on the sets of over 50 adult motion 
pictures. Viewer with thumbnail menu and 
slide show feature! CDS16 






‘ROMSOFT 3 PAK’ Captured 
Elegance, Penetration and She's So 
Sleazy combine to make this 3 pak 
HOT. HOT, HOT! 3 CD’s $29 


‘VAMPIRE'S 

Poker Party 

$45 

Exposure 

$24 






Porn Mania 

$49 

Doors ol Passion 2$26 





through the corn- 

Porno Poker 

$44 

Endlessly 

$24 

Cheating 

$19 



dors of the vam- 

Private Prison 

$44 

Enter the Night 

$19 

Passion 

529 



pire’s andenl vir- 

Scissors N' Stones $29 

Exposure 

$24 

The Coven 

$19 



tual 3D castle. 

Seduct Gmes/Mvie$19 

Fantascenes 

$39 

Vagablonde 

$26 


jsj 

Astounding infer- 









active graphics 
allow you to 

Soend $60. Get a Phone Sex CD 




or Bodycello sampler disk FREE. 


Girls of Rorida, Luscious Ladies in Lingerie, 
Extasy Siites, Striptease and A Shot h the Pjik 
are what youl get in this sexy Bpack! 6 CD’S $39 


Circle Reader Service ff19S 




HALL OF FAME 


W ' 

I 


elcome to the Cooperstown of Computer Games. Here, 
raised upon pedestals, you'll find the games that broke 


the records, established the benchmarks, and held gamers in 
delighted trances for hours untold. 


► 




INDUCTION CEREHONY! 




X-COM 

MicroProse, 


1994 


C ei 

E' 

ol 



ertainly, gaming products from 
^Europe have had success on 
^Ihese shores, but the greatest hits 
^of recent years were 

puzzle/action affairs, such as Magic Carpet or 
Lemmings. Who would have believed, especially given the subject 
matter-bug-eyed monsters with zap guns-thal the Brits could corner the 
more cerebral market of turn-based strategy games? 

X-COM arrived totally unheralded, and many gamers figured that it would be 
a mere rehash of Laser Squao. Certainly, concepts like hidden movement and 
opportunity fire have been around for ages, yet rarely have they been so well 
employed in a man-to-man tactical combat game. Soldiers statistics improved 
with time-provided they survived-adding a welcome element of role-playing. 
The alien opponents were creepy, challenging, and on the higher levels, 
downright merciless. The insidious mind-control ol the alien leaders drove 
more than one gamer to psi-frustratlon, and the horror of watching 
Chryssalids transform members of your squad to aliens gave more than one 
X-COM commander nightmares. 

The strategic shell was surprisingly robust, as you were forced to balance 
economic and political concerns in order to field your X-COM operatives and 
defend Earth's nations. Researching exotic alien technologies recalled the 


joys of Civilization, while the variety of weaponry could keep any space 

ist, 


marine ferreting out Sectoids from UFOs until well into the 21^1 century. X- 
COM is a great game which proves that pushing the technological envelope 
is often less important than stoking 
the gamer's competitive fire. 


TIE FIGHTER 

Lucasarts, 1994 


H '' 

s 



ineteen years ago, George Lucas 
opened our eyes to new galaxies 
I far, far away. Ever since then, the 
I Star Wars saga of a small 
Rebellion struggling against a merciless 
Empire has captured our collective imagination. 

While several games have attempted to transport us into the fiery battles of 
the Star Wars universe, none was more successful than TIE Fighter. Project 
leaders Lawrence Holland and Edward Kilham designed the game with an 
authentic Star Wars atmosphere, a strong storyline that expanded on the evil 
Empire, and a rousing space simulator. Players discovered what it was like to 
be a TIE Fighter pilot and experienced the power of the Empire's evil propa- 
ganda machine. We became a party to its nefarious pursuits, ensuring its 
survival with our brilliant piloting skills. We even flew escort for the dreaded 
Dark Jedi himself, Darth Vader. 

In addition to excellent graphics and nicely animated cut-scenes, TIE 
Fighter's gameplay was superb. You could fly up to five different Imperial 
spacecraft in the extensive Campaign Game, dogfighting with X-Wings, 
Frigates and myriad Rebel craft in a host of progressively difficult missions. 
The missions were challenging and logical, fitting nicely into the storyline, 
and the enemy pilots were intelligent, tough foes. There are few space sims 
with a combination of great gameplay, plot and atmosphere, but TIE Fighter 
stands out even among this elite company. For a true Star Wars experience, 
there is only one game worthy of the Emperor's favor: TIE Fighter. 


^Inductees 




Prior To 1989 


Bahle Chess (Interplay Productions, 1988) 
Chbssmaster (The Software Toolworks, 1986) 
Dungeon Master (FTL Software, 1987) 

Earl Weaver Baseball (Electronic Arts, 1986) 
Empire (Interstel, 1978) 

F-19 Stealth Fighter (MicroProse, 1988) 
Gehysburg: The Turning Point (SSI, 1986) 
Kampfghuppe (Strategic Simulations, 1985) 
Mech Brigade (Strategic Simulations, 1985) 
Might & Magic (New World Computing, 1986) 
M.U.L.E. (Electronic Arts, 1983) 

Pirates (MicroProse, 1987) 

SimCity (Maxis, 1987) 

Starflight (Electronic Arts, 1986) 

The Bard’s Tale (Electronic Arts, 1985) 

Ultima ill (Origin Systems, 1983) 

Ultima IV (Origin Systems, 1985) 

War in Russia (Strategic Simulations, 1984) 
Wasteland (Interplay Productions. 1986) 
Wizardry (Sir-Tech Software. 1981) 

ZoHK (Infocom, 1981) 




Alone in the Dark 

(l-Motion, 1992) 

M-1 Tank Platoon 

(MicroProse, 1989) 

Betrayal At Krondor 
(Dynamix, 1993) 

Master of Orion 

(MicroProse, 1993) 

Oat of the Tentacee 

(Dynamix, 1993) 

Railroad Tycoon 
(MicroProse, 1990) 

Doom 

(id Software, 1993) 

Red Baron 

(Dynamix, 1990) 

Falcon 3.0 

(Spectmm HoloByte, 1991) 

Sid Meier’s Civilization 

(MicroProse, 1991} 

Front Pace Sports Footbali Pro 

(Dynamix, 1993) 

Their Finest Hour 

(LucasArts, 1989) 

Gunship 

(MicroProse, 1989) 

The Secret of Monkey Isund 

(LucasArts, 1990) 

Harpoon 

(Three-Sixty Pacific, 1989) 

Ultima VI 

(Origin Systems, 1990) 

King’s Quest V 

(Sierra On-Line, 1990) 

Ultima Underworld 

(Origin Systems, 1992) 

Lemmings 

(Psygnosis, 1991) 

Wing Commander I & 11 
(Origin Systems, 1990-91) 

Links 386 Pro 

(Access Software. 1992) 

Wolfenstein 3-D 
(id Software, 1992) 

JULY 1996 



PATCHES 


Computer game programs have grown so massive and the 
number of hardware configurations has become so huge that 
incompatibilities and glitches are frustratingly common. 


Absolute Zero VI. 04 Update: 

Fixes crash bug (ound in version 
1.0.3, and corrects some minor 
bugs in the following missions; 
Attack on Aegis 2, Attack on Aegis 
3, and Hammer and Anvil 2. 


Allied General VI. 1 Update 
for Windows/Windows 95; 

Fixes numerous bugs. 


Anvil of Dawn VI. 1 Update: 

Fixes crashes, several graphics 
problems, armor rating malfunc- 
tion, and corrects the problem with 
entering Gorge Keep from the 
northern entrance and getting stuck 
when the portcullis is shut. 


Battleground: Gettysburg 
V1.02 Upgrade: Incorporates 
various fixes and upgrades game to 
v1.02. Install instructions are found 
in the Install Note Text file 
(BGGSETURTXT). 


CivNetV1.03 Update: Fixes 
the "Cannot write to AUX" error. 
Refer to the PATCH.TXT file for 
installation instructions. 


Hardball 5 V5.12 Update: 


Updates stats lor the end of the 
1995 season. Rosters updated to 
the end of January 1996. 


Descent II Update: Contains 
the configuration file for the 
Thrustmaster FLCS (w/o TQS or 
WCS) from the DESCENT !1 
Interactive Demo. This file was acci- 
dentally omitted from the full ver- 
sion of DESCENT 11. 


Heroes of Might and Magic 
DOS V1.2 Update: Improves 
compatibility with certain sound 
and memory configurations. 
Resolves dialing problems with cer- 
tain modems. 


IndyCar Racing II Update: 

Enhances online/modem play and 
adds time acceleration to the game. 


MechWarrior II GIDDI for 
DOS Update: Fixes reported joy- 
stick problems. 


NBA Live '96 Update: Latest 
update with new rosters, including 
Michael Jordan, Magic Johnson 
and Charles Barkley. 


NHL Hockey Update: Fixes 
numerous technical problems. 


Civilization 2 V1.06: Fixes Al 
damaged from earlier patches. Also 
cleans up multimedia glitches and 
other annoying bugs. 


Front Page Sports Football 
Pro 96 vi.oi: Updates game to 
version 1.01. Fixes various techni- 
cal issues. 


Ripper VI. 02 Update: 

Corrects problems with the WAC 
and notebook, fixes display prob- 
lems with the Matrox Millenium 
video card and other known bugs. 


Software fixes, or “patches,” for buggy programs have become 
a necessary evil until we reach the golden age of standardized 
platforms and bug-free programs. 


Unneccesary Roughness '96 
Update: Fixes sound and video 
problems. 


Wing Commander IV Update: 

Fixes (he 16-bit SVGA palette prob- 
lem found with video cards using 
the S3 Vision 968 chipset and the 
IBM RGB524 RAMDAC. Fixes prob- 
lems in using Hercules Graphite 
Terminator Pro 64 PCI and the STB 
Velocity PCI cards. 



New Patcbes are on 
\ ;i| ika conr diok. 


SENet 


Warcraft II Vl.O Update: 

Fixes final color randomizing bug. 
Exorcism crash and system specific 
problems, Vl.O also includes a 
map editor update, WAR2KALI 
patch and the unregistered share- 
ware version of KALI. 


These patches can usually be 
downloaded from the major on- 
line networks (CompuServe. 
GEnie, ZDNet) and Computer 
Gaming World’s Web Site 
(http://www.zdnet.com/gaming), 
but can also be obtained from 
individual software publisher’s 
BBSes or direct from the publish- 
er with proof of purchase. 


NASCAR Racing V1.21: 

Updates NASCAR Racing to v1.21. 
Addresses many issues including 
computer opponents being affected 
by damage. 


Panthers In The Shadows 

VI. 14: Fixes all known bugs 
including the artillery bug. Copy the 
file into your Panthers subdirectory, 
type ‘'PS-114'’ and overwrite the old 
tiles with the new ones. 


Terra Nova Update: Fixes the 
problem with the Random Scenario 
Builder, which crashed the game if 
used four times consecutively. 


Publisher Websites 

Many of these patches are available directly from the publishers, at the 
foiiowing sites; 


Accolade :hltp://www.accolatle.com 

Activision: htlp://www.activision.com 

ApogeeOd Realms: http://www,apogee1.com 

Bethesda: htlp;//www.bethsoft.com 

Blizzard: hltp:l/www.blizzard.com/tech.htm 

Bullfrog; http:/lwww.ea.com/bullfrog.html 

Domark: hltp:t/www.domark,com 

EA: htlp:(/www.ea.com(tech.html 

Interactive Magic: htlp://www,imagicgames.comlgames.hlml 

Interplay: hltp://www.interplay.com 

Looking Glass: hltp:/lwww.vle.com(lgttutilily.html 

LucasArts: htlp://www.lucasarts.com 

Mi c r 0 P r 0 s e : hltp://www.microprose.com/mpsfiles.hlml 

Microsoft: http:(lwww.microsofl.com 

Mindscape: hltp://www.mindscape,com 

New World Computing: http:/twww.nwcompuling.com 

Ocean: hltp;t/www.ef2000.com 

Origin: htlp://www.ea.com/origln.english/index.hlml 

Papyrus: http://www,sierra,com 

Philips: http://spider.media.philips.com(media/games 

Sierra On-Line: hltp:/twww,slerra.com 

Spectrum HoloByte: hltp;(/vw«w.trek.microprose.com/shtiles,html 

SSI: liltp:/lwww.cmact.com/ghole/ssl.hlm 

Take 2: http:/lwestol.corn/~takelwo/ripper.html#palches 

Virgin: hltp://www.vie.com)html(viesupport.html 





THE COMPUTER GAMING POLL • A MONTHLY SURVEY OF THE READERS OF COMPUTER GAMING 



You’ve read our take on the latest games, now here's a chance to see what your tellow gamers think. The CG Top 100 is a monthly 
tally of game ratings provided by our readers. Approximately 50 games are rated each monlh, and the results are added to the aggre- 
gate results from past months. This historical database serves as a terrific reference for what you, the gamers, feel are the best plays in 
gaming. (Starling this monlh, the Poll ballots will be mailed to a different group of randomly chosen subscribers each monlh.) 


TOP ACTION GAMES 



Crusaden No Remorse 

Origin 

9,95 

2 

Marathon 2 

Bungle 

9.85 

3 

DOOM II 

id Software 

9.77 

4 

Dark Forces 

LucasArts 

9.70 


Virtual Pool 

Interplay 

9.52 

6 

Magic Carpet 

Electronic Arts 

9.48 

7 

System Shock 

Origin 

9.19 

8 

TerraHova: Strike Force Centaur! 

Virgin 

9.14 

9 

The Need For Speed 

Electronic Arts 

9.12 

10 

Heretic 

id Software 

9,08 





\ TOP ADVENTURE GAMES 



Gabriel Knight 2 

Sierra 

9.97 



Full Throttle 

LucasArts 

9.44 



Woodruff 8i Schnibble 

Sierra 

9,28 


4 

Mission Critical 

Legend 

9.22 



Relentless 

Electronic Arts 

9,12 



Ecstatica 

Psygnosis 

9.09 


7 

Under A Killing Moon 

Access 

9.04 

A 


Legend of Kyrandia 3 

VirginAVestwood 

8.94 



Riddle of Master Lu 

Sanctuary Woods 

8,94 

■ 

10 

Star Trek: TNG, Rnal Unity 

Spectrum HoioByte 

8.75 


V _ TOP CLASSIC/PUZZLE GAMES 


^1 

You Don’t Know Jack 

Berkeley Systems 

9.01 

2 

Incredible Toons 

Dynamix 

8.86 

3 

Incredible Machine 2 

Sierra 

8,85 

4 

Monopoly 

VirginAVestwood 

8.73 

5 

Ciockwerx 

Spectrum Holobyte 

8.25 

6 

Hodj n’ Podj 

Virgin Interactive 

8.16 

7 

Shanghai-Great Moments 

Activision 

7.75 

8 

Connections 

Discovery Channel 

7.56 


Lemmings 3D 

Psygnosis 

7.50 

10 

Lemmings Chronicles 

Psygnosis 

7,47 



i TOP SIMULATION/SPACE COMBAT GAMES 

...... 

Wing Commander 3 

Origin 

10.57 

2 

Wing Commander IV 

Origin 

10.33 

3 

MechWarrior 2 

Activision 

10,05 

4 

NASCAR Racing 

Papyrus 

10,01 

5 

U.S. Marine Fighters 

Electronic Arts 

9.76 

6 

U.S. Navy Fighters 

Electronic Arts 

9.60 

7 

Wings of Glory 

Origin 

9.56 


Flight Unlimited 

Looking Glass 

9.51 


EF2000 

Ocean 

9.48 

LJg_ 

Aces of the Deep 

Dynamix 

9.38 



NBA Live ‘95 
NHL Heekey 

Front Page Sports Football 95 Sierra 
FPS Football Pro 96 
PGA Tour Golf 486 
Front Page Sports Baseball 
Hardball 4 
Hardball 5 

9 Tony LaRussa 3 

10 NFL Pro League 


EA Sports 

9,86 

EA Sports 

9,70 

Sierra 

9,64 

Sierra 

9.19 

EA Sports 

8.93 

Dynamix 

8.76 

Accolade 

8,70 

Accolade 

8,36 

Stormfront Studios 

8.12 

IBM 

8,01 


Warcraft II 

2 Command & Conquer 

3 Jagged Alliance 

4 Heroes of Might & Magic 

5 Master of Magic 

6 Warcraft 

7 X'COM: Terror from the Deep 

8 Vtbriords II Deluxe 

9 Transport Tycoon 

10 1830 


Blizzard '10.50 

VirginAVestwood 10,00 

Sir-Tech 9,81 

New World Computing 9.77 
MicroProse 9.66 

Blizzard 9.64 

MicroProse 9,38 

SSG 9.27 

MicroProse 8.94 

Avalon Hill 8.72 


TOP ROLE PLAYING GAMES 


■^1 

Might 8i Magic: Clouds of Keen 

New World Computing 

9.07 

2 

Anvil of Dawn 

New World Computing 

9.04 


Ravenloft: Stone Prophet 

SSI 

8.98 

4 

Wolf 

Sanctuary Woods 

8.64 


Stonekeep 

Interplay 

8,44 

6 

Menzoberranzan 

SSI 

8.26 

7 

Mordor 

TDA 

8,00 

8 

Dark Sun: Wake of the Ravager 

SSI 

7,64 


Thunderscape 

SSI 

7,63 

10 

Druid 

Sir-Tech 

7.00 


TOP WARGAMES 


^1 

Panzer General 

SSI 

10,46 

2 

Steel Panthers 

SSI 

10,36 

3 

Rise of the West 

RAW 

9.63 

4 

Flight Commander 2 Mission Bldr Avalon Hill 

9.48 

5 

Battleground: Gettysburg 

Talonsoft 

9.47 

6 

Stalingrad 

Avalon Hill 

9,38 

7 

Flight Commander 2 

Avalon Hill 

9.35 

8 

Custer's Last Command 

Incredible Simulation 

9.12 


Perfect General II 

QQP 

8.96 

Ljl 

Allied General 

SSI 

8.81 


TOP 100 CAHES 


Reader Poll #142 



k 1 

Wing Commander 3 

Origin 

SI 

10.57 

Sr2 

Warcratt II 

Blizzanj 

ST 

10,50 

^3 

Panzer General 

SSI 

WG 

10.46 

4 

Steel Panthers 

SSI 

WG 

10.36 

5 

Wing Commander IV 

Origin 

SI 

10.33 

8 

MechWarrior 2 

Activision 

SI 

10.05 

7 

NASCAR Racing 

Papyrus 

SI 

10,01 

8 

Command & Conquer 

Virgin/Westwood 

ST 

10,00 

k 9 

Gabriel Knight 2 

Sierra 

AO 

9,97 

10 

Crusader: No Remorse 

Origin 

AC 

9,95 

k 11 

NBA Live '95 

EA Sports 

SP 

9,86 

12 

Marathon 2 

Bungle 

AC 

9.85 

13 

Jagged Alliance 

Sir-Tech 

ST 

9.81 

14 

DOOM li 

id Software 

AC 

9.77 


Heroes of Might & Magic 

New World Computing 

ST 

9.77 

16 

U.S. Marine Fighters 

Electronic Arts 

SI 

9.76 

17 

NHL Hockey 

EA Sports 

SP 

9.70 


Dark Forces 

LucasArls 

AC 

9,70 

19 

Master of Magic 

MicroProse 

ST 

9.66 

20 

Front Page Sports Football 95 

Sierra 

SP 

9.64 


Warcraft 

Blizzard 

ST 

9.64 

22 

Rise of the West 

RAW 

WG 

9.63 

23 

U.S. Navy Fighters 

Electronic Arts 

SI 

9.60 

24 

Wings of Glory 

Origin 

SI 

9.56 

25 

Virtual Pool 

Interplay 

AC 

9.52 

26 

Flight Unlimited 

Looking Glass 

SI 

9.51 

27 

EF2000 

Ocean 

S! 

9.48 


Flight Commander 2 Mission Bldr Avalon Mill 

WG 

9,48 


Magic Carpet 

Electronic Arts 

AC 

9.48 

30 

Battleground: Gettysburg 

Talonsott 

WG 

9.47 

31 

Full Throttle 

LucasArts 

AD 

9,44 

32 

Stalingrad 

Avalon Hill 

WG 

9,38 


X'COM; Terror from the Deep 

MicroProse 

ST 

9.38 


Aces of the Deep 

Dynamix 

SI 

9,38 

35 

Flight Commander 2 

Avalon Hill 

WG 

9,35 

36 

Woodruff & Schnibble 

Sierra 

AD 

9.28 

37 

Warlords II Deluxe 

SS6 

ST 

9.27 

38 

Mission Critical 

Legend 

AO 

9,22 

39 

System Shock 

Origin 

AC 

9.19 


FPS Football Pro 96 

Sierra 

SP 

9.19 

41 

TerraNova: Strike Force Centauri 

i Virgin 

AC 

9,14 

42 

Custer’s Last Command 

incredible Simulation 

WG 

9,12 


The Need For Speed 

Electronic Arts 

AC 

9,12 


Relentless 

Electronic Arts 

AD 

9,12 

45 

Ecstatica 

Psygnosis 

AD 

9.09 

46 

Heretic 

Id Software 

AC 

9.08 


Might & Magic: Clouds of Keen 

New World Computing 

RP 

9,07 

48 

Hexen 

Raven Software 

AC 

9,04 


Under A Killing Moon 

Access 

AD 

9.04 


Anvil of Dawn 

New World Computing 

RP 

9.04 


A- 51 

You Don’t Know Jack 

Berkeley Systems 

CP 

9,01 

52 

Raventoft; Stone Prophet 

SSI 

RP 

8,98 

53 

Perfect General II 

OOP 

WG 

8.96 

54 

Riddle of Master Lu 

Sanctuary Woods 

AO 

8.94 


Legend of Kyrandia 3 

VirginAVestwood 

AD 

8,94 


Transport Tycoon 

MicroProse 

ST 

8.94 

57 

PGA Tour Golf 486 

EA Sports 

SP 

8.93 

58 

Descent 

Interplay 

AC 

8.86 


Incredible Toons 

Dynamix 

CP 

8,86 

60 

Incredible Machine 2 

Sierra 

CP 

8.85 

61 

Allied General 

SSI 

WG 

8.81 

62 

Front Page Sports Baseball 

Dynamix 

SP 

8.76 

63 

Romance ot 3 Kingdoms IV 

Koei 

WG 

8,75 


Star Trek: TNG, Final Unity 

Spectrum HofoByte 

AD 

8.75 

65 

Monopoly 

Virgin/Westwood 

CP 

8.73 

66 

1830 

Avalon Hill 

ST 

8.72 

67 

Hardball 4 

Accolade 

SP 

8.70 

68 

Buried In Time 

Sanctuary Woods 

AD 

8.65 

69 

Mortal Kombat 3 

GT Interactive 

AC 

8.64 


Wolf 

Sanctuary Woods 

RP 

8.64 


King’s Quest VII 

Sierra 

AD 

8.64 

72 

Caesar II 

Sierra 

ST 

8.62 


Superheroes of Hoboken 

Legend 

AD 

8.62 


Phantasmagoria 

Sierra 

AD 

8,62 

75 

1942 Pacific Air War Gold 

MicroProse 

SI 

8,61 

76 

Magic Carpet 2 

Electronic Arts 

AC 

8.56 


The Dig 

LucasArts 

AD 

8.56 

78 

Shannara 

Legend 

AD 

8.55 

79 

Werewolf vs. Comanche 

NovaLogic 

SI 

8.50 


Death Gate 

Legend 

AD 

8.50 

81 

CivNet 

MicroProse 

ST 

8,47 

82 

FX Fighter 

GTE Entertainment 

AC 

8.46 

83 

Stonekeep 

Interplay 

RP 

8,44 

84 

Apache 

Interactive Magic 

SI 

8,43 


Destruction Derby 

Psygnosis 

AC 

8.43 


Dark Legions 

SSI 

AC 

8.43 

87 

Lords of the Realm 

Impressions 

ST 

8.42 

88 

Warhammer 

Mindscape 

ST 

8.39 

89 

Cyclemania 

Accolade 

AC 

8.37 

90 

Hardball 5 

Accolade 

SP 

8,36 

91 

Fighter Duel 

Philips Media 

Si 

8.35 

92 

Earthworm Jim 

Activision 

AC 

8,33 


Top Gun 

Spectrum HoloByte 

SI 

8,33 

94 

Loderunner 

Dynamix 

ST 

8.31 

95 

Future Shock 

Bethesda 

AC 

8,30 

96 

Celtic Tales 

Koei 

ST 

8.28 

97 

Bioforge 

Origin 

AD 

8.27 

98 

Menzoberranzan 

SSI 

RP 

8.26 

99 

Clockwerx 

Spectrum HoloByte 

CP 

8,25 


Panthers in the Shadows 

HPS 

WG 

8,25 


Games on unnumbered lines have scores equal to the line above. Top game of type. Red = Ne\v Game, AD - Adventure, RP - Role Playing, SI - Simulation/ Space 
Combat, ST = Strategy, WG = Wargame. AC = Action, SP = Sports, CP = Classic/Puzzle. Games are retired after two years and become eligible lor the Hall of Fame. 


▲ 


MARTIN CIRULIS 



wish you'd learn to code 

It reminds me of a little disagree- 
ment I got into with a couple of 
Netwits over Origin’s Strike 
Commander. Now, this was in the d^ 
when a Pentium 60 was a rare and 
wondrous beast, and both of these 
upper middle-class wunderkinders 
were going on about what an incredi- 
ble game it was, while I vainly ques- 
tioned the wisdom of a computer 
game that could only be properly 
played by, at the time, a very small per- 
centage of the gaming public. I don’t 
recall exactly how it turned out, but I 
believe my point fell on ears which had 
been deafened by computing power. 

Does the load of dough I just 
dropped mean I must now join them, 
and proclaim that only the absolutely 
most demanding games are the best 
ones? Probably not. Even though I 
have once again caught up, I still 
won’t care to be taken lor granted by 
programmers who think we all make 
100 g’s a year and can get our com- 
puters wholesale, just like them. 

So, give me the Wing IVs and the 
ATFs and the Quakes, ’cause I want to 
put this rig through its paces. But 
while you’re at it, don’t torget to give 
everybody the X-Coms and the Civs.*^ 


es, folks, it 
finally hap- 
pened. 

Thanks in part 
to CGWand 
my thousands 
of loyal fans 
(well, three 
anyway) who couldn’t bear to see me 
stumbling further behind the technol- 
ogy curve, I have finally abandoned 
the world of 486s forever and now 
revel in the realm of Pentium/4-billion- 
and-66s, 90x CD-ROMS and graphic 
cards with more memory than the 
Library of Congress. After a year and 
a half of watching computer games 
slowly leave me behind, now I'm on 
top of the virtual world! 

So, why do I feel like I've just gotten 
a nose job so I can hang out with 
those kids on "Beverly Hills 90210?" 

Will all this power change me? Will 
my reviews start featuring those genius 
statements like, "This game ran like a 
dream on my Pentium 200!" Will I sur- 
render to the glow of multimedia 
chrome? Will sloppy programming 
cease to bug me because my 
machine is too fast to care? To be hon- 
est, I dunno. Power stilt does corrupt. 

I can't s^ I wasn’t chortling over 
how great Wing Commander 4 looked 
and played on my new rig, or “wow- 
ing" over finally being able to run 
Advanced Tactical PiGH^RS-in all its 
high-res glory and multiple-aircraft 


complexily-without a single hiccup. 
But you know, EarthSiege? is still a lit- 
tle flat after the first few minutes of 
“ooohs" and "ahhhs" fade.. .so I know 
my objectivity isn't completely gone. 

On the other hand, my recent expe- 
rience with Civ2 has shown me how 
technology can enhance chrome. 
When I first started playing it on (he 
noble old clunker, the little videos for 
the Wonders of the World were more 
cute than inspiring, as th^ chugged 
onto the screen in stuttering double- 
speed. But playing it on the new rig 
and viewing the videos as they were 
meant to be elicits the ‘'cool" response 
that is so important for a game. Now, I 
can hear the moans of the old-timers 
out there saying that my head is being 
turned by things that are completely 
superfluous to a game, and to be hon- 
est, you’re probably right. Video clips 
have nothing to do with the mechanics 
of a wargame. And there is no doubt 
(hat a good strategy/wargame should 
be playable on a 286 or even on a 
board, lor that matter, and the ideal 
strat game is one where the basic 
game will run on anything. But I have 
to admit that more hardware power 
and accessibility to more options 
makes a good game even better. 

Speaking of running on a 286, one 
of the things that’s really bothering me 
about riding the upgrade wave is the 
idea is that I am somehow now 
endorsing the outrageous system 


demands on games that really don’t 
merit them. I mean, I didn’t really blow 
4-odd grand on this machine just so I 
could play Thexder or This Means War 


I sin- 
cerely doubt 
high-tech 
chrome will 
ever make me 
like a bad 
game. JJ 


at normal speed, simply because 
nobody bothered to code these things 
properly. Remember the good old 
days, when Doom squeezed every sin- 
gle ounce of processor power out of 
your 386 and 4 megs of memory? 
Some game programmers sure seem 
to have gotten cocky these days about 
what consumers are expected to have 
on their desks. When programmers 
Scy, "We sure wish they'd all get 
Pentiums!" My response is, "We sure 


Computer Gaming World (ISSN 0744-6667) is published monthly by ZiH-Davis Publishing Co., One Par1< Avenue, New Yodr, NY 10016. Subscription rate is $27.97 for a one year subscription 
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“A solid multi-player game test.” 

-Computer Gamins World 

“Multi-player, city building, land 
exploring, aiien busting fun” 

-strategy Plus 

.“Peadtock... truly shines as a 
muiti-piayer experience.” 

-Computer Gaming Worid 


“Richiy deveioped backgrounds 
of the alien races and the 
thoroughly refined technology 
tree give this game a personality 
all its own.” 

-Computer Gaming Worid 


‘ “Absorbing gameplay... the best 
visuals and sound effects that 
today’s technology offers.” 


-Next Generation 




Multlplaier Action. Play against ttic comnuter, ni un to sii 
tinman opponents via modent, netwoik, Intemet, oi e-mail. 






'am'.TiiT.TITKM'Bfialivl-ai 


“A solid mulli-player game test. 

■Computer Gaming World 


“Multi-player, city building, lanl 
exploring, alien busting fun” * 

■Stralegv Plus 


“Absorbing gameplay.T. the best 
visjials^nd sound effects that 
today’s tocbnoiogy offers.” 

-Next Goneraiion - ' 


9 . 


Interactive Enemy A.I. Your incredible SD-rendered opponents possess 
unique attributes thal will tilt the balance ol power. Intimidation Is hey 
as they hurl insults and carry out sirategies thal can mean your doom. 


Resource Management Like No 
Other. Manage your initial 
population and scarce 
resources and build a self- 
sufficient, expanding colony. 
Choose wisely from farms, 
mines, factories, power plants, 
R&D and military expansion to 
achieve final victory. 


While a peaceable victory is possible, war may be inevitable. 


Deadlock takes you there in Incredibly realistic detail. Engage 


your opponents in a bitter struggle to destroy • or be destroyed. 


Find out why Computer Gaming World called Deadlock “A solid MnggrEww 

multi-player gamelest.” |l | 

ill 



Call 1-800-245-7744 to order, or for more ioformalion. 

Deadlock is a trademark ol Accolade, Inc. ©1996 Accolade. All RIghls Reserved. 







“This truly is the vanguard of the 
next generation of 
electronic entertainment.” 
out of 5 stars. 


“Origin’s latest science fiction 
spectacular is even more impressive 
than its predecessor.”,^^ 


“A movie game that takes CD-ROIVI 
warfare into the next generation.” 


- Entertainmeat Weekly 


COlillilAnDE^ 

Tlnlg PISDEE HP PPEEHHIM!,, 


PC-ED®? 

M-'. 

MORIGIN^ 

X'^^lnterdctlve Movie 


http:/ / www.ca.com/ origin.li 


Available through Electronic Arts® direct sales 1-800-245-4525 


1996, ORIGIN Systems, Inc. Origin Intenxtrve Movie ond Ttie Price o( Freodom ore Irademorta oE ORIGIN Systems, Inc. Origin ond Wing Cemmondef ore registered trodemodu o( ORIGIN Systems, Inc. Bedronic Arts is o registered IrodonoiicofEIcctnirsje Arts. 

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